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Moduł:Datatable/Perks

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Perk IDs

ID Information
220 Next free ID
ID Numbers Associated Character Nothing.png ID Numbers Associated Character
1-6 Unused Perks 7-32 General Perks
33/34/35 Dwight Fairfield 36/37/38 Claudette Morel
39/40/41 Jake Park 42/43/44 Meg Thomas
45/46/47 Nea Karlsson 48/49/50 Laurie Strode
51/52/53 The Trapper 54/55/56 The Wraith
57/58/59 The Hillbilly 60/61/62 The Nurse
63/64/65 The Shape 66/67/68 Ace Visconti
69/70/71 The Hag 72/73/74 Bill Overbeck
75/76/77 Feng Min 78/79/80 The Doctor
81/82/83 David King 84/85/86 The Huntress
87/88/89 The Cannibal 90/91/92 The Nightmare
93/94/95 Quentin Smith 96/97/98 The Pig
99/100/101 David Tapp 102/103/104 The Clown
105/106/107 Kate Denson 108/109/110 The Spirit
111/112/113 Adam Francis 114/115/116 The Legion
117/118/119 Jeff Johansen 120/121/122 The Plague
123/124/125 Jane Romero 126/127/128 Ash Williams
129/130/131 The Ghost Face 132/133/134 The Demogorgon
135/136/137 Nancy Wheeler 138/139/140 Steve Harrington
141/142/143 The Oni 144/145/146 Yui Kimura
147/148/149 The Deathslinger 150/151/152 Zarina Kassir
153/154/155 The Executioner 156/157/158 Cheryl Mason
159/160/161 The Blight 162/163/164 Felix Richter
165/166/167 The Twins 168/169/170 Élodie Rakoto
171/172/173 The Trickster 174/175/176 Yun-Jin Lee
177/178/179 The Nemesis 180/181/182 Jill Valentine
183/184/185 Leon Scott Kennedy 186/187/188 The Cenobite
189/190/191 Mikaela Reid 192-200 Generic Stranger Things Perks

Perk Tags

Tags are part of a Perk's properties:

Tag Name Use
ActionNoise Increases or reduces the volume level of noises created by interactions
ActionSpeed Affects action speeds
Altruism Has interactions in the Altruism Category
AttackCooldown Affects the Attack Cool-down
Auras Generates Auras
AuraFlareUp Causes an Aura flare-up, revealing a Survivor's location
Basement Has the Basement as a trigger condition
Blinding Interacts with the Blinding Mechanic used by Flashlights and Firecrackers
BlindingResistance Allows the Killer to resist getting blinded
Blindness Interacts with or causes the Status Effect
Blocking Allows to block further interactions with a Prop
Bloodlust Interacts with or causes the Status Effect
BonusBloodpoints Grants bonus Bloodpoints
Boon Boon perks
BreakableWalls Interacts with Breakable Walls
Broken Interacts with or causes the Status Effect
Chance Interacts with or causes the Proficiency Indicator
Chase Interacts with the Chase Mechanic
Chests Interacts with or affects Chests
Conversion Applies a conversion effect
Cursed Interacts with or causes the Status Effect
Deception Is used to deceive/fool the opposing party.
DeepWound Interacts with or causes the Status Effect
Deviousness Has interactions in the Deviousness Category
Efficiency Interacts with or causes the Proficiency Indicator
Endurance Interacts with or causes the Status Effect
EscapeAttempts Changes the behaviour of the Escape Attempts on is granted on the first Hook Phase
Exhaustion Interacts with or causes the Status Effect
ExitGates Interacts with the Exit Gates
Exposed Interacts with or causes the Status Effect
FOV Affects the Killer's FOV
Generators Interacts with or affects Generators
GruntsOfPain Interacts with Grunts of Pain
Haemorrhage Interacts with or causes the Status Effect
Haste Interacts with or causes the Status Effect
Hatch Interacts with the Hatch
Healing Affects the Healing action
Hex Hex Perk
Hooks Interacts with or changes the behaviour of Hooks
Items Interacts with or affects Items
KillerTraps Changes the behaviour of an action when affected by Killer Traps in the environment
Killing Enables the kill prompt
Lockers Interacts with or affects Lockers
LoudNoise Suppresses or causes Loud Noise notifications
Luck Interacts with or causes the Status Effect
Lunge Interacts with the Lunge Mechanic
Mangled Interacts with or causes the Status Effect
Maps Interacts with Maps
MovementSpeed Affects the Movement speed of a Character without using the Haste Status Effect
Oblivious Interacts with or causes the Status Effect
Obsession Triggers the Obsession Mechanic
Pallets Interacts with Pallets
Pause Pauses progression
PoolsOfBlood Interacts with Pools of Blood left by injured Survivors
ProtectionHits Interacts with Protection Hits
Recovering Allows the self-Recovery action
RecoverySpeed Affects the Recovery speed both in the Dying State or from Status Effect timers
Regression Causes Generator regression
RegressionPenalty Applies an immediate loss of progression
Sabotage Allows the Sabotage action
ScratchMarks Changes the behaviour of or cloaks Scratch Marks
SkillChecks Interacts with or causes/affects Skill Checks
Stealth Hides information that betrays one's location or presence in the environment
Struggling Changes the behaviour of the Struggle Phase
Stun Causes or affects a Killer Stun
StunRecovery Affects the Killer Stun recovery
TerrorRadius Interacts with or affects the Terror Radius
Tokens Uses a Token-system
Undetectable Interacts with or causes the Status Effect
Vaulting Interacts with the Vaulting action
VaultLocations Shows the Aura of Vault Locations
Warning Triggers a Warning sound without revealing an Aura
Wiggling Changes the behaviour of the Wiggle action

local p = {}
local frame = mw.getCurrentFrame()
local str = require("Module:Strings")

local function iconLink(icon, link, text)
	local utils = require("Module:Utils")
	return utils.IconLink(icon, link, text)
	--return frame:expandTemplate{title = "IconLink", args = {icon, link, text}}
end

--i(b(iconLink(ils.mangled)))
local function state(ilsString)
	return i(b(iconLink(ilsString)))
end

local function quote(text, author)
	return i(clr(9, '"' .. text .. ((author and '" — ' .. author) or '"')))
end

p.perkStrings = {
	unknownDesc = bclr(8, "NIEZNANY EFEKT UMIEJĘTNOŚCI."),
	obsPerkSurvivor = i("Zabójca w danej chwili może mieć " .. b("Obsesję") .. " na punkcie tylko jednego Ocalałego."),
	obsPerkKiller = i("Możesz mieć " .. b("obsesję") .. " tylko na punkcie jednego Ocalałego."),
	obsPerkOddsPlus = "Zwiększa szanse na zostanie " .. i(b("Obsesją")) .. " o " .. bclr(2, "+100 %") .. dot,
	obsPerkOddsMinus = "Zmniejsza szanse na zostanie " .. i(b("Obsesją")) .. " o " .. bclr(2, "-100 %") .. dot,
	hexPerk = i("Efekt Klątwy utrzymuje się tak długo, jak związany z nią " .. iconLink(ils.hexTotem) .. " nadal stoi."),
	retiredPerk = bclr(8, "TA UMIEJĘTNOŚĆ ZOSTAŁA WYCOFANA."),
	unusedPerk = bclr(8, "TA UMIEJĘTNOŚĆ NIE JEST UŻYWANA."),
	statusEffect = "Efekt",
	statusEffects = "Efekty",
	boonPerkBottom = i("You can only bless one Totem at a time.") .. brnl .. i("All equipped " .. b("Boon Perks") .. " are active on the same " .. b("Boon Totem")) .. dot,
	boonPerkTop = 
		"Press and hold the " .. i("Active Ability button") .. " near a Dull or Hex Totem to bless it and create a " .. state(ils.boonTotem) .. dot .. brnl .. 
		"Soft chimes ring out within a radius of " .. bclr(2, "24 metres") .. dot .. nlp .. "Survivors inside the " .. i("Boon Totem's") .. " range benefit from the following effects:",
	scourgeHookDefault = 
		"At the start of the Trial, " .. bclr(2, "4 random Hooks") .. " are changed into " .. b("Scourge Hooks") .. colon .. nl ..
		nbullet .. space .. "The " .. iconLink(ils.auras) .. " of " .. b("Scourge Hooks") .. " are revealed to you in " .. bclr(16, "white") .. dot,
	scourgeHookUnhooked = "Each time a Survivor is unhooked from a " .. b("Scourge Hook") .. ", the following effects apply:",
	scourgeHookHooked = "Each time a Survivor is hooked on a " .. b("Scourge Hook") .. ", the following effects apply:",
}

local perkStrings = p.perkStrings

--i(b(iconLink(ils.mangled))) b(perkStrings.statusEffect) [Wanted to add this as its really annoying to keep typing out] 
--changed to fit with polish translation -Yupi
local function soloState(ilsString)
	return b(perkStrings.statusEffect) .. space .. state(ilsString)
end

local function lastState(ilsString)
	return state(ilsString) .. space .. b(perkStrings.statusEffects)
end

p.units = {
	{id = 1, value = "sekund"},
	{id = 2, value = "sekunda/y"},
	{id = 3, value = "dodatkowych sekund"},
	{id = 4, value = "metrów"},
	{id = 5, value = "%"}, --% percent symbol
	{id = 6, value = "Ocalały"},
	{id = 7, value = "Ocalały/li"},
	{id = 8, value = "Żetony"},
	{id = 9, value = "Palety"},
	{id = 10, value = "°"}, --° degree symbol
	{id = 11, value = cstr.empty}, -- Slightly/moderately/considerably or for some numbers
	{id = 12, value = "Żeton(y)"},
}

p.unitMapper = {
	{id = {1, 2}, generic = 'sekundy'},
	{id = {5}, generic = 'procent'},
	{id = {10}, generic = 'stopni'}
}

p.perks = {
	{id = 62,  name = "Wezwanie Pielęgniarki",        techName = "A Nurse's Calling"            , baseLevel = 3, units = {4}, values = {20, 24, 28}, character = 4, charType = 'K', level = 40, prestige = 3, tags = {"Auras", "Healing"}},
	{id = 66,  name = "As w Rękawie",                 techName = "Ace in the Hole"              , baseLevel = 3, units = {5}, values = {10, 25, 50}, character = 7, charType = 'S', level = 40, prestige = 3, tags = {"Chests", "Items"}},
	{id = 42,  name = "Adrenalina",                   techName = "Adrenaline"                   , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 2, charType = 'S', level = 40, prestige = 3, tags = {"Exhaustion", "Haste", "Healing"}},
	{id = 118, name = "Druga Pomoc",                  techName = "Aftercare"                    , baseLevel = 2, units = {7}, values = {1, 2, 3}, character = 15, charType = 'S', level = 35, prestige = 2, tags = {"Auras"}},
	{id = 51,  name = "Ekscytacja",                   techName = "Agitation"                    , baseLevel = 3, units = {5}, values = {6, 12, 18}, character = 1, charType = 'K', level = 40, prestige = 3, tags = {"MovementSpeed", "TerrorRadius"}},
	{id = 76,  name = "Zaalarmowana",                 techName = "Alert"                        , baseLevel = 2, units = {1}, values = {3, 4, 5}, character = 9, charType = 'S', level = 40, prestige = 3, tags = {"Auras", "BreakableWalls", "Pallets"}},
	{id = 145, name = "Po Trupach do Celu",           techName = "Any Means Necessary"          , baseLevel = 1, units = {1}, values = {100, 80, 60}, character = 20, charType = 'S', level = 35, prestige = 2, tags = {"Pallets"}},
	{id = 168, name = "Ocena Sytuacji",               techName = "Appraisal"                    , baseLevel = 2, units = {5}, values = {40, 60, 80}, character = 24, charType = 'S', level = 30, prestige = 1, tags = {"ActionSpeed", "Chests", "Items"}},
	{id = 1,   name = "Artefact Hunte",               techName = "Artefact Hunter"              , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
	{id = 113, name = "Samouk",                       techName = "Autodidact"                   , baseLevel = 3, units = {8}, values = {3, 4, 5}, character = 14, charType = 'S', level = 40, prestige = 3, tags = {"Healing", "SkillChecks"}},
	{id = 138, name = "Niańka",                       techName = "Babysitter"                   , baseLevel = 1, units = {1}, values = {4, 6, 8}, character = 19, charType = 'S', level = 30, prestige = 1, tags = {"Auras", "ScratchMarks", "Stealth", "PoolsOfBlood"}, unused = true, retired = true},
	{id = 102, name = "Kpina",                        techName = "Bamboozle"                    , baseLevel = 1, units = {5, 1}, values = {5, 10, 15, 8, 12, 16}, character = 12, charType = 'K', level = 30, prestige = 1, tags = {"ActionSpeed", "Blocking", "Vaulting", "VaultLocations"}},
	{id = 45,  name = "Miękkie Lądowanie",            techName = "Balanced Landing"             , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 5, charType = 'S', level = 30, prestige = 1, tags = {"ActionNoise", "Exhaustion", "Haste"}},
	{id = 88,  name = "Barbecue i Chilli",            techName = "Barbecue & Chilli"            , baseLevel = 2, units = {4}, values = {60, 50, 40}, character = 9, charType = 'K', level = 35, prestige = 2, patch = "6.1.0", tags = {"Auras", "Hooks"}},
	{id = 85,  name = "Drapieżna Bestia",             techName = "Beast of Prey"                , baseLevel = 1, units = {5}, values = {30, 40, 50}, character = 8, charType = 'K', level = 30, prestige = 1, tags = {"Bloodlust", "BonusBloodpoints", "Deception", "Stealth", "Undetectable"}},
	{id = 135, name = "Razem Raźniej",                techName = "Better Together"              , baseLevel = 1, units = {1}, values = {8, 9, 10}, character = 18, charType = 'S', level = 30, prestige = 1, tags = {"Auras", "Generators"}, unused = true, retired = true},
	{id = 183, name = "Zaciśnięte Zęby",              techName = "Bite the Bullet"              , baseLevel = 2, units = {5}, values = {3, 2, 1}, character = 27, charType = 'S', level = 30, prestige = 1, tags = {"Healing", "SkillChecks", "LoudNoise"}},
	{id = 7,   name = "Gorzki Szmer",                 techName = "Bitter Murmur"                , baseLevel = 3, units = {1}, values = {5, 7, 10}, charType = 'K', tags = {"Auras", "Generators"}},
	{id = 182, name = "Mina",            	          techName = "Blast Mine"            		, baseLevel = 2, units = {1}, values = {35, 40, 45}, character = 26, charType = 'S', level = 40, prestige = 3, tags = {"Aura", "Generators", "Blind"}},
	{id = 142, name = "Krwawe Echo",                  techName = "Blood Echo"                   , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 18, charType = 'K', level = 35, prestige = 2, tags = {"Exhaustion", "Haemorrhage"}},
	{id = 157, name = "Pakt Krwi",                    techName = "Blood Pact"                   , baseLevel = 1, units = {5}, values = {5, 6, 7}, character = 22, charType = 'S', level = 35, prestige = 2, tags = {"Auras", "Haste", "Obsession"}},
	{id = 92,  name = "Krwawy Strażnik",              techName = "Blood Warden"                 , baseLevel = 2, units = {1}, values = {30, 40, 60}, character = 10, charType = 'K', level = 40, prestige = 3, tags = {"Auras", "Blocking", "ExitGates", "Hooks"}},
	{id = 54,  name = "Pies Gończy",                  techName = "Bloodhound"                   , baseLevel = 2, units = {1}, values = {2, 3, 4}, character = 2, charType = 'K', level = 35, prestige = 2, tags = {"PoolsOfBlood"}},
	{id = 107, name = "Do Utraty Tchu",               techName = "Boil Over"                    , baseLevel = 2, units = {5}, values = {60, 70, 80}, character = 13, charType = 'S', level = 40, prestige = 3, tags = {"Auras", "Hooks", "Wiggling"}},
	{id = 190, name = "Urok: Krąg Uzdrowienia",       techName = "Boon: Circle of Healing"    	, baseLevel = 2, units = {5}, values = {40, 45, 50}, character = 28, charType = 'S', level = 35, prestige = 2, tags = {"ActionSpeed", "Boon", "Healing", "Totems"}},
	{id = 212, name = "Urok: Mroczna Teoria",         techName = "Boon: Dark Theory"	    	, baseLevel = 3, units = {1}, values = {2, 3, 4}, character = 30, charType = 'S', level = 40, prestige = 3, tags = {"Boon", "Haste", "Totems"}},
	{id = 206, name = "Urok: Wykładniczość",    	  techName = "Boon: Exponential"    	    , baseLevel = 3, units = {5}, values = {90, 95, 100}, character = 29, charType = 'S', level = 40, prestige = 3, tags = {"Totems", "RecoverySpeed", "Recovering", "Boon"}},
	{id = 191, name = "Urok: Cienisty Krok",          techName = "Boon: Shadow Step"         	, baseLevel = 3, units = {1}, values = {2, 3, 4}, character = 28, charType = 'S', level = 40, prestige = 3, tags = {"Auras", "ScratchMarks", "Totems", "Boon",}},
	{id = 33,  name = "Więź",                         techName = "Bond"                         , baseLevel = 1, units = {4}, values = {20, 28, 36}, character = 1, charType = 'S', level = 30, prestige = 1, tags = {"Auras"}},
	{id = 73,  name = "Życie na Kredyt",              techName = "Borrowed Time"                , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 8, charType = 'S', level = 35, prestige = 2, patch = "6.1.0", tags = {"DeepWound", "Endurance", "Haste"}},
	{id = 36,  name = "Wiedza Botaniczna",            techName = "Botany Knowledge"             , baseLevel = 2, units = {5}, values = {30, 40, 50}, character = 3, charType = 'S', level = 35, prestige = 2, patch = "6.1.0", tags = {"ActionSpeed", "Healing"}},
	{id = 117, name = "Przełamanie",                  techName = "Breakdown"                    , baseLevel = 1, units = {1}, values = {4, 5, 6}, character = 15, charType = 'S', level = 30, prestige = 1, tags = {"Auras", "Hooks"}},
	{id = 146, name = "Ucieczka",                     techName = "Breakout"                     , baseLevel = 2, units = {5}, values = {5, 6, 7}, character = 20, charType = 'S', level = 40, prestige = 3, tags = {"ActionSpeed", "Haste", "Wiggling"}},
	{id = 52,  name = "Brutalna Siła",                techName = "Brutal Strength"              , baseLevel = 2, units = {5}, values = {10, 15, 20}, character = 1, charType = 'K', level = 35, prestige = 2, tags = {"ActionSpeed", "BreakableWalls", "Generators", "Pallets"}}, 
	{id = 127, name = "Zapnij Pasy",                  techName = "Buckle Up"                    , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 17, charType = 'S', level = 35, prestige = 2, tags = {"Auras", "Recovering"}},
	{id = 164, name = "Trwałość Przede Wszystkim",    techName = "Built to Last"                , baseLevel = 3, units = {1}, values = {14, 13, 12}, character = 23, charType = 'S', level = 40, prestige = 3, tags = {"Items", "Lockers"}},
	{id = 208,  name = "Zew Wody",                    techName = "Call of Brine"                , baseLevel = 2, units = {5}, values = {150, 175, 200}, character = 27, charType = 'K', level = 35, prestige = 2, tags = {"Generator", "Regression", "SkillChecks"}},
	{id = 40,  name = "Spokojny Duch",                techName = "Calm Spirit"                  , baseLevel = 2, units = {5}, values = {40, 35, 30}, character = 4, charType = 'S', level = 35, prestige = 2, patch = "6.1.0", tags = {"ActionNoise", "ActionSpeed", "Stealth"}},
	{id = 139, name = "Koleżeństwo",                  techName = "Camaraderie"                  , baseLevel = 2, units = {1}, values = {26, 30, 34}, character = 19, charType = 'S', level = 35, prestige = 2, tags = {"Hooks", "Struggling"}, unused = true, retired = true},
	{id = 205, name = "Działanie Korekcyjne",     	  techName = "Corrective Action"     	    , baseLevel = 2, units = {12}, values = {1, 2, 3}, character = 29, charType = 'S', level = 35, prestige = 2, tags = {"SkillChecks", "Generators"}},
	{id = 120, name = "Skażona Interwencja",          techName = "Corrupt Intervention"         , baseLevel = 1, units = {1}, values = {80, 100, 120}, character = 15, charType = 'K', level = 30, prestige = 1, patch = "6.1.0", tags = {"Blocking", "Generators"}}, 
	{id = 103, name = "Koulrofobia",                  techName = "Coulrophobia"                 , baseLevel = 2, units = {5}, values = {30, 40, 50}, character = 12, charType = 'K', level = 35, prestige = 2, patch = "6.1.0", tags = {"ActionSpeed", "Healing", "SkillChecks", "TerrorRadius"}},
	{id = 180, name = "Przeciwdziałanie",             techName = "Counterforce"                 , baseLevel = 2, units = {1}, values = {2, 3, 4}, character = 26, charType = 'S', level = 30, prestige = 1, tags = {"Totems"}},
	{id = 167, name = "Cios Łaski",                   techName = "Coup de Grâce"                , baseLevel = 2, units = {5}, values = {70, 75, 80}, character = 22, charType = 'K', level = 40, prestige = 3, tags = {"Generators", "Lunge", "Tokens"}, diacritics = true},
	{id = 189, name = "Jasnowidzenie",       	  	  techName = "Clairvoyance"            	   , baseLevel = 1, units = {1}, values = {8, 9, 10}, character = 28, charType = 'S', level = 30, prestige = 1,  tags = {"Auras", "Totems", "Hatch", "Generators", "Hooks", "Chests"}},
	{id = 194, name = "Klaustrofobia",       	 	  techName = "Claustrophobia"               , baseLevel = 3, units = {1}, values = {20, 25, 30}, charType = 'K', tags = {"Auras", "Blocking", "Generators", "VaultLocations"}},
	{id = 134, name = "Bezlitosne Granice",           techName = "Cruel Limits"                 , baseLevel = 3, units = {1}, values = {20, 25, 30}, character = 17, charType = 'K', level = 35, prestige = 2, tags = {"Auras", "Blocking", "Generators", "VaultLocations"}, unused = true, retired = true},
	{id = 105, name = "Zatańcz ze Mną",               techName = "Dance With Me"                , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 13, charType = 'S', level = 30, prestige = 1, tags = {"Lockers", "Pallets", "ScratchMarks", "Stealth", "Vaulting"}},
	{id = 122, name = "Mroczne Oddanie",              techName = "Dark Devotion"                , baseLevel = 3, units = {1}, values = {20, 25, 30}, character = 15, charType = 'K', level = 40, prestige = 3, patch = "6.1.0", tags = {"Deception", "Obsession", "Stealth", "TerrorRadius", "Undetectable"}},
	{id = 19,  name = "Mroczny Zmysł",                techName = "Dark Sense"                   , baseLevel = 3, units = {1}, values = {5, 7, 10}, charType = 'S', patch = "6.1.0", tags = {"Auras", "Generators"}},
    {id = 214, name = "Ujawnienie Ciemności",         techName = "Darkness Revealed"            , baseLevel = 2, units = {1}, values = {3, 4, 5}, character = 28, charType = 'K', level = 35, prestige = 2, tags = {"Lockers", "Auras"}},
	{id = 82,  name = "Twarda Sztuka",                techName = "Dead Hard"                    , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 10, charType = 'S', level = 35, prestige = 2, patch = "6.1.0", tags = {"Endurance", "Exhaustion"}},
	{id = 148, name = "Czuwak",                       techName = "Dead Man's Switch"            , baseLevel = 2, units = {1}, values = {20, 25, 35}, character = 19, charType = 'K', patch = "6.1.2", level = 35, prestige = 2, tags = {"Auras", "Blocking", "Generators", "Hooks"}},
	{id = 186, name = "Zakleszczenie",		          techName = "Deadlock"					   , baseLevel = 1, units = {1}, values = {20, 25, 30}, character = 25, charType = 'K', level = 30, prestige = 1, tags = {"Auras", "Blocking", "Generators"}},
	{id = 155, name = "Skazany na Śmierć",            techName = "Deathbound"                   , baseLevel = 3, units = {4}, values = {16, 12, 8}, character = 20, charType = 'K', level = 40, prestige = 3, tags = {"AuraFlareUp", "Healing", "LoudNoise"}},
	{id = 169, name = "Oszustwo",                     techName = "Deception"                    , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 24, charType = 'S', level = 35, prestige = 2, tags = {"Deception", "PoolsOfBlood", "Lockers", "LoudNoise", "ScratchMarks", "Stealth"}},
	{id = 48,  name = "Ostateczny Cios",              techName = "Decisive Strike"              , baseLevel = 3, units = {1}, values = {40, 50, 60}, character = 6, charType = 'S', level = 40, prestige = 3, patch = "6.1.0", tags = {"Obsession", "SkillChecks", "Stun"}},
	{id = 8,   name = "Tropiciel",                    techName = "Deerstalker"                  , baseLevel = 1, units = {4}, values = {20, 28, 36}, charType = 'K', tags = {"Auras"}},
	{id = 20,  name = "Déjà Vu",                      techName = "Déjà Vu"                      , baseLevel = 2, units = {1}, values = {30, 45, 60}, charType = 'S', patch = "6.1.0", tags = {"Auras", "ActionSpeed", "Generators", "Maps"}, diacritics = true},
	{id = 112, name = "Wybawienie",                   techName = "Deliverance"                  , baseLevel = 2, units = {1}, values = {100, 80, 60}, character = 14, charType = 'S', level = 35, prestige = 2, tags = {"Broken", "Chance", "EscapeAttempt", "Luck"}},
	{id = 163, name = "Desperacki Krok",              techName = "Desperate Measures"           , baseLevel = 2, units = {5, 5}, values = {10, 12, 14, 40, 48, 56}, character = 23, charType = 'S', level = 35, prestige = 2, tags = {"ActionSpeed", "Healing"}},
	{id = 100, name = "Przeczucie Detektywah",        techName = "Detective's Hunch"            , baseLevel = 3, units = {4}, values = {32, 48, 64}, character = 12, charType = 'S', level = 35, prestige = 2, tags = {"Auras", "Chests", "Generators", "Maps", "Totems"}},
	{id = 114, name = "Dysonans",                     techName = "Discordance"                  , baseLevel = 1, units = {4}, values = {64, 96, 128}, character = 14, charType = 'K', level = 30, prestige = 1, tags = {"Auras", "Generators", "LoudNoise"}},
    {id = 213, name = "Rozpad",                       techName = "Dissolution"                  , baseLevel = 1, units = {1}, values = {12, 16, 20}, character = 28, charType = 'K', level = 30, prestige = 1, tags = {"Pallets", "TerrorRadius", "Vaulting"}},
	{id = 119, name = "Zakłócenie",                   techName = "Distortion"                   , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 15, charType = 'S', level = 40, prestige = 3, patch = "6.1.0", tags = {"Auras", "ScratchMarks", "Stealth", "Tokens"}},
	{id = 9,   name = "Niepokój",                     techName = "Distressing"                  , baseLevel = 2, units = {5}, values = {22, 24, 26}, charType = 'K', tags = {"BonusBloodpoints", "Deviousness", "TerrorRadius"}},
	{id = 111, name = "Dywersja",                     techName = "Diversion"                    , baseLevel = 1, units = {1}, values = {40, 35, 30}, character = 14, charType = 'S', level = 30, prestige = 1, tags = {"Deception", "LoudNoise", "ScratchMarks", "TerrorRadius"}},
	{id = 159, name = "Uścisk Smoka",                 techName = "Dragon's Grip"                , baseLevel = 1, units = {1}, values = {120, 100, 80}, character = 21, charType = 'K', level = 30, prestige = 1, tags = {"AuraFlareUp", "Exposed", "Generators", "LoudNoise"}},
	{id = 63,  name = "Umierające Światło",           techName = "Dying Light"                  , baseLevel = 3, units = {5, 5}, values = {2, 2.5, 3, 22, 27.5, 33}, character = 5, charType = 'K', level = 40, prestige = 3, tags = {"ActionSpeed", "Obsession", "Tokens"}},
	{id = 211, name = "Empatyczne Połączenie",        techName = "Empathic Connection"   	    , baseLevel = 2, units = {4}, values = {32, 64, 96}, character = 30, charType = 'S', level = 35, prestige = 2, tags = {"ActionSpeed", "Healing", "InjuredState", "Auras"}},
	{id = 37,  name = "Empatia",                      techName = "Empathy"                      , baseLevel = 1, units = {4}, values = {64, 96, 128}, character = 3, charType = 'S', level = 30, prestige = 1, tags = {"Auras"}},
	{id = 57,  name = "Wytrzymały",                   techName = "Enduring"                     , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 3, charType = 'K', level = 30, prestige = 1, tags = {"Stun", "Pallets", "StunRecovery"}},
	{id = 179, name = "Erupcja",            	  	  techName = "Eruption"                     , baseLevel = 2, units = {1}, values = {15, 20, 25}, character = 24, charType = 'K', level = 40, prestige = 3, patch = "6.1.0", tags = {"Auras", "Generators"}},
	{id = 174, name = "Szybka Ścieżka",               techName = "Fast Track"                   , baseLevel = 2, units = {8, 8}, values = {1, 2, 3, 9, 18, 27}, character = 25, charType = 'S', level = 30, prestige = 1, tags = {"Generators", "SkillChecks", "Tokens"}},
	{id = 193, name = "Władca Strachu",               techName = "Fearmonger"                   , baseLevel = 2, units = {1}, values = {3, 4, 5}, charType = 'K', tags = {"Blindness", "Exhaustion", "Generators", "Pause"}},
	{id = 90,  name = "Paląca Potrzeba",              techName = "Fire Up"                      , baseLevel = 1, units = {5, 5}, values = {3, 3.5, 4, 15, 17.5, 20}, character = 10, charType = 'K', level = 30, prestige = 1, tags = {"ActionSpeed", "BreakableWalls", "Generators", "Pallets", "Vaulting"}},
	{id = 136, name = "Fiksacja",                     techName = "Fixated"                      , baseLevel = 2, units = {5}, values = {10, 15, 20}, character = 18, charType = 'S', level = 35, prestige = 2, tags = {"MovementSpeed", "ScratchMarks"}, unused = true, retired = true},
	{id = 184, name = "Granat Błyskowy",              techName = "Flashbang"               	 , baseLevel = 2, units = {5}, values = {70, 60, 50}, character = 27, charType = 'S', level = 35, prestige = 2, tags = {"Lockers", "Generators"}},
	{id = 126, name = "Mijanka",                      techName = "Flip-Flop"                    , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 17, charType = 'S', level = 30, prestige = 1, tags = {"Conversion", "Recovering", "Wiggling"}},
	{id = 152, name = "Za Ludzi",                     techName = "For the People"               , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 21, charType = 'S', level = 40, prestige = 3, tags = {"Broken", "Healing", "Obsession"}},
	{id = 153, name = "Wymuszona Pokuta",             techName = "Forced Penance"               , baseLevel = 1, units = {1}, values = {60, 70, 80}, character = 20, charType = 'K', level = 30, prestige = 1, tags = {"Broken", "ProtectionHits"}},
	{id = 89,  name = "Zguba Franklina",              techName = "Franklin's Demise"            , baseLevel = 2, units = {1}, values = {150, 120, 90}, character = 9, charType = 'K', level = 40, prestige = 3, tags = {"Auras", "Items"}},
	{id = 131, name = "Tajemny Pościg",               techName = "Furtive Chase"                , baseLevel = 3, units = {8}, values = {2, 3, 4}, character = 16, charType = 'K', level = 40, prestige = 3, tags = {"Hooks", "Obsession", "Tokens", "TerrorRadius"}},
	{id = 147, name = "Maniak Techniki",              techName = "Gearhead"                     , baseLevel = 1, units = {1}, values = {6, 8, 10}, character = 19, charType = 'K', level = 30, prestige = 1, tags = {"Auras", "Generators", "SkillChecks"}},
    {id = 201, name = "Ponure Objęcia",           techName = "Grim Embrace"                 , baseLevel = 1, units = {1}, values = {30, 35, 40}, character = 26, charType = 'K', level = 30, prestige = 1, tags = {"Tokens", "Generators", "Auras", "Obsession", "Hooks"}},
	{id = 198, name = "Strażnik",                     techName = "Guardian"                     , baseLevel = 1, units = {1}, values = {4, 6, 8}, charType = 'S', tags = {"Auras", "ScratchMarks", "Stealth", "PoolsOfBlood"}},
	{id = 96,  name = "Sztuczka Kata",                techName = "Hangman's Trick"              , baseLevel = 1, units = {4}, values = {2, 4, 6}, character = 11, charType = 'K', level = 30, prestige = 1, tags = {"Auras", "Hooks", "Sabotage", "LoudNoise"}},
	{id = 125, name = "Determinacja",                 techName = "Head On"                      , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 16, charType = 'S', level = 40, prestige = 3, tags = {"Exhaustion", "Lockers", "Stun"}},
	{id = 160, name = "Klątwa: Łaska Krwi",           techName = "Hex: Blood Favour"            , baseLevel = 2, units = {4}, values = {24, 28, 32}, character = 21, charType = 'K', level = 35, prestige = 2, tags = {"Blocking", "Hex", "Pallets", "Totems"}},
	{id = 172, name = "Klątwa: Panowanie nad Tłumem", techName = "Hex: Crowd Control"           , baseLevel = 2, units = {1}, values = {14, 17, 20}, character = 23, charType = 'K', level = 35, prestige = 2, tags = {"Blocking", "Hex", "Totems", "Vaulting", "VaultLocations"}},
	{id = 70,  name = "Klątwa: Pożeracz Nadziei",    techName = "Hex: Devour Hope"             , baseLevel = 3, units = {5}, values = {3, 4, 5}, character = 6, charType = 'K', level = 40, prestige = 3, tags = {"Exposed", "Killing", "Haste", "Hex", "Hooks", "Tokens", "Totems"}},
	{id = 109, name = "Klątwa: Nawiedzona Ziemia",    techName = "Hex: Haunted Ground"          , baseLevel = 2, units = {1}, values = {40, 50, 60}, character = 13, charType = 'K', level = 35, prestige = 2, tags = {"Exposed", "Hex", "Totems"}},
	{id = 86,  name = "Klątwa: Kołysanka Łowczyni",   techName = "Hex: Huntress Lullaby"        , baseLevel = 2, units = {5}, values = {2, 4, 6}, character = 8, charType = 'K', level = 40, prestige = 3, tags = {"ActionNoise", "Hex", "Hooks", "RegressionPenalty", "SkillChecks", "Tokens", "Totems"}},
	{id = 10,  name = "Klątwa: Nikt Nie Ucieka Śmierci", techName = "Hex: No One Escapes Death"    , baseLevel = 3, units = {5}, values = {2, 3, 4}, charType = 'K', patch = "6.1.0", tags = {"ExitGates", "Exposed", "Hex", "Totems"}},
    {id = 203, name = "Klątwa: Pentimento",           techName = "Hex: Pentimento"              , baseLevel = 3, units = {5}, values = {20, 25, 30}, character = 26, charType = 'K', level = 40, prestige = 3, tags = {"Totems", "Auras", "ActionSpeeds", "Healing", "Recovery", "ExitGates"}},
	{id = 187, name = "Klątwa: Igraszka",  		  	  techName = "Hex: Plaything"  			 , baseLevel = 2, units = {4}, values = {24, 20, 16}, character = 25, charType = 'K', level = 35, prestige = 2, tags = {"Auras", "Hex", "Oblivious", "Totems"}},
	{id = 149, name = "Klątwa: Odwet",                techName = "Hex: Retribution"             , baseLevel = 3, units = {1}, values = {35, 40, 45}, character = 19, charType = 'K', level = 40, prestige = 3, tags = {"Auras", "Hex", "Oblivious", "Totems"}},
	{id = 69,  name = "Klątwa: Ruina",                techName = "Hex: Ruin"                    , baseLevel = 3, units = {5}, values = {50, 75, 100}, character = 6, charType = 'K', level = 35, prestige = 2, patch = "6.1.0", tags = {"Generators", "Hex", "Regression", "Totems"}},
	{id = 71,  name = "Klątwa: Trzecia Pieczęć",      techName = "Hex: The Third Seal"          , baseLevel = 2, units = {6}, values = {2, 3, 4}, character = 6, charType = 'K', level = 30, prestige = 1, tags = {"Blindness", "Hex", "Totems"}},
	{id = 11,  name = "Klątwa: Dreszcz Polowania",    techName = "Hex: Thrill of the Hunt"      , baseLevel = 1, units = {5, 5}, values = {8, 9, 10, 40, 45, 50}, charType = 'K', level = 40, prestige = 3, tags = {"ActionSpeed", "BonusBloodpoints", "Hex", "Tokens", "Totems"}},
	{id = 161, name = "Klątwa: Nieumarły",            techName = "Hex: Undying"                 , baseLevel = 3, units = {4}, values = {2, 3, 4}, character = 21, charType = 'K', level = 40, prestige = 3, tags = {"Auras", "Hex", "Totems"}},
	{id = 165, name = "Zbieracz",                     techName = "Hoarder"                      , baseLevel = 2, units = {4}, values = {32, 48, 64}, character = 22, charType = 'K', level = 30, prestige = 1, tags = {"Chests", "Items", "LoudNoise"}},
	{id = 21,  name = "Nadzieja",                     techName = "Hope"                         , baseLevel = 2, units = {5}, values = {5, 6, 7}, charType = 'S', patch = "6.1.0", tags = {"Haste"}}, 
	{id = 178, name = "Histeria",            	  	  techName = "Hysteria"                     , baseLevel = 2, units = {1}, values = {20, 25, 30}, character = 24, charType = 'K', level = 35, prestige = 2, tags = {"Oblivious"}},
	{id = 129, name = "Zamieniam Się w Słuch",        techName = "I'm All Ears"                 , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 16, charType = 'K', level = 30, prestige = 1, tags = {"Auras", "Vaulting"}},
	{id = 121, name = "Skażona Interwencja",          techName = "Infectious Fright"            , baseLevel = 2, units = {1}, values = {4, 5, 6}, character = 15, charType = 'K', level = 35, prestige = 2, tags = {"AuraFlareUp", "TerrorRadius", "LoudNoise"}}, 
	{id = 217, name = "Wewnętrzne Skupienie",         techName = "Inner Focus"                  , baseLevel = 1, units = {1}, values = {3, 4, 5}, character = 31, charType = 'S', level = 30, prestige = 1, tags = {"ScratchMarks", "Auras"}},
	{id = 197, name = "Wewnętrzne Leczenie",          techName = "Inner Healing"                , baseLevel = 3, units = {1}, values = {10, 9, 8}, charType = 'S', tags = {"Broken", "DeepWound", "Healing", "Lockers", "Totems"}},
	{id = 137, name = "Wewnętrzna Siła",              techName = "Inner Strength"               , baseLevel = 3, units = {1}, values = {10, 9, 8}, character = 18, charType = 'S', level = 40, prestige = 3, tags = {"Broken", "DeepWound", "Healing", "Lockers", "Totems"}, unused = true, retired = true}, 
	{id = 12,  name = "Podstępność",                  techName = "Insidious"                    , baseLevel = 3, units = {1}, values = {4, 3, 2}, charType = 'K', tags = {"Deception", "Stealth", "Undetectable"}},
	{id = 2,   name = "In the Dark",                  techName = "In the Dark"                  , baseLevel = 1, units = {4, 6}, values = {36, 24, 16, 4, 3, 2}, charType = 'K', unused = true},
	{id = 13,  name = "Żelazny Chwyt",                techName = "Iron Grasp"                   , baseLevel = 1, units = {5}, values = {4, 8, 12}, charType = 'K', tags = {"ActionSpeed", "Wiggling"}},
	{id = 116, name = "Żelazna Dziewica",             techName = "Iron Maiden"                  , baseLevel = 3, units = {5}, values = {30, 40, 50}, character = 14, charType = 'K', level = 40, prestige = 3, tags = {"ActionSpeed", "AuraFlareUp", "Exposed", "Lockers", "LoudNoise"}},
	{id = 41,  name = "Żelazna Wola",                 techName = "Iron Will"                    , baseLevel = 1, units = {5}, values = {25, 50, 75}, character = 4, charType = 'S', level = 30, prestige = 1, patch = "6.1.0", tags = {"Exhaustion", "GruntsOfPain", "Stealth"}},
	{id = 192, name = "Wstrząs",                      techName = "Jolt"                         , baseLevel = 1, units = {5}, values = {6, 7, 8}, charType = 'K', patch = "6.1.0", tags = {"Generators", "Regression", "RegressionPenalty"}},
	{id = 87,  name = "Nokautt",                      techName = "Knock Out"                    , baseLevel = 1, units = {4}, values = {32, 24, 16}, character = 9, charType = 'K', level = 30, prestige = 1, patch = "6.1.0", tags = {"Auras", "Blindness", "Blocking", "MovementSpeed", "RecoverySpeed"}},
	{id = 22,  name = "Pokrewieństwo (Kindred)",      techName = "Kindred"                      , baseLevel = 2, units = {4}, values = {8, 12, 16}, charType = 'S', tags = {"Auras", "Hooks"}},
	{id = 199, name = "Pokrewieństwo (Kinship)",      techName = "Kinship"                      , baseLevel = 2, units = {1}, values = {26, 30, 34}, charType = 'S', tags = {"Hooks", "Struggling"}},
	{id = 3,   name = "Last Standing",                techName = "Last Standing"                , baseLevel = 1, units = {5, 5}, values = {7.5, 15, 25, 22.5, 45, 75}, charType = 'S', unused = true, tags = {"ActionSpeed"}},
	{id = 34,  name = "Lider",                        techName = "Leader"                       , baseLevel = 3, units = {5}, values = {15, 20, 25}, character = 1, charType = 'S', level = 40, prestige = 3, tags = {"ActionSpeed", "ExitGates"}},
	{id = 72,  name = "Porzucony",                    techName = "Left Behind"                  , baseLevel = 1, units = {4}, values = {24, 28, 32}, character = 8, charType = 'S', level = 30, prestige = 1, tags = {"Auras", "Hatch"}, multiName = true},
	{id = 177, name = "Śmiertelny Pościg",            techName = "Lethal Pursuer"               , baseLevel = 2, units = {1}, values = {7, 8, 9}, character = 24, charType = 'K', level = 30, prestige = 1, patch = "6.1.0", tags = {"Auras"}},
	{id = 58,  name = "Zrodzony w Świetle",           techName = "Lightborn"                    , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 3, charType = 'K', level = 35, prestige = 2, tags = {"Auras", "BlindingResistance"}},
	{id = 23,  name = "Lekkość",                      techName = "Lightweight"                  , baseLevel = 1, units = {1}, values = {3, 4, 5}, charType = 'S', patch = "6.1.0", tags = {"ScratchMarks", "Stealth"}},
	{id = 77,  name = "Gibkość",                      techName = "Lithe"                        , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 9, charType = 'S', level = 35, prestige = 2, tags = {"Exhaustion", "Haste", "Pallets", "Vaulting"}},
	{id = 144, name = "Łut Szczęścia",                techName = "Lucky Break"                  , baseLevel = 3, units = {1}, values = {40, 50, 60}, character = 20, charType = 'S', level = 30, prestige = 1, patch = "6.1.0", tags = {"PoolsOfBlood", "ScratchMarks", "Stealth"}},
	{id = 115, name = "Twardy Charakter",             techName = "Mad Grit"                     , baseLevel = 2, units = {1}, values = {2, 3, 4}, character = 14, charType = 'K', level = 35, prestige = 2, tags = {"AttackCooldown", "Pause", "Wiggling"}},
	{id = 98,  name = "Dokonaj Wyboru",               techName = "Make Your Choice"             , baseLevel = 3, units = {1, 1}, values = {40, 50, 60, 40, 50, 60}, character = 11, charType = 'K', level = 40, prestige = 3, tags = {"Exposed", "Hooks"}},
	{id = 209,  name = "Bezlitosny Sztorm",           techName = "Merciless Storm"              , baseLevel = 3, units = {1}, values = {16, 18, 20}, character = 27, charType = 'K', level = 40, prestige = 3, tags = {"Generator", "SkillChecks"}},
	{id = 128, name = "Ludzki Zapał",                 techName = "Mettle of Man"                , baseLevel = 3, units = {4}, values = {12, 14, 16}, character = 17, charType = 'S', patch = "6.1.2", level = 40, prestige = 3, tags = {"Auras", "Endurance", "Obsession", "ProtectionHits"}},
	{id = 133, name = "Osłabienie Woli",              techName = "Mindbreaker"                  , baseLevel = 2, units = {1}, values = {3, 4, 5}, character = 17, charType = 'K', level = 40, prestige = 3, tags = {"Exhaustion", "Generators", "Pause"}, unused = true, retired = true},
	{id = 80,  name = "Bestialska Obserwacja",        techName = "Monitor & Abuse"              , baseLevel = 2, units = {10}, values = {3, 5, 10}, character = 7, charType = 'K', level = 35, prestige = 2, tags = {"Chase", "FOV", "TerrorRadius"}},
	{id = 143, name = "Nemezis",                      techName = "Nemesis"                      , baseLevel = 3, units = {1}, values = {40, 50, 60}, character = 18, charType = 'K', level = 40, prestige = 3, tags = {"Auras", "Blinding", "Lockers", "Oblivious", "Obsession", "Pallets", "Stun"}, multiName = true},
	{id = 83,  name = "Bez Biadolenia",               techName = "No Mither"                    , baseLevel = 2, units = {5, 5}, values = {25, 50, 75, 15, 20, 25}, character = 10, charType = 'S', level = 40, prestige = 3, tags = {"Broken", "GruntsOfPain", "PoolsOfBlood", "Recovering", "Stealth"}},
	{id = 24,  name = "Nikt Nie Zostaje w Tyle",      techName = "No One Left Behind"           , baseLevel = 2, units = {5, 5}, values = {30, 40, 50, 50, 75, 100}, charType = 'S', patch = "6.1.0", tags = {"ActionSpeed", "Altruism", "Auras", "BonusBloodpoints", "ExitGates"}},
	{id = 173, name = "Bez Wyjścia",                  techName = "No Way Out"                   , baseLevel = 2, units = {1, 1}, values = {6, 9, 12, 36, 48, 60}, character = 23, charType = 'K', level = 40, prestige = 3, tags = {"Blocking", "ExitGates", "Tokens", "LoudNoise"}},
	{id = 49,  name = "Obiekt Obsesji",               techName = "Object of Obsession"          , baseLevel = 2, units = {5}, values = {2, 4, 6}, character = 6, charType = 'S', level = 35, prestige = 2, tags = {"Obsession", "Auras"}},
	{id = 150, name = "Nieoficjalnie",                techName = "Off the Record"               , baseLevel = 3, units = {1}, values = {60, 70, 80}, character = 21, charType = 'S', level = 30, prestige = 1, patch = "6.1.0", tags = {"Auras", "Endurance", "GruntsOfPain", "Hooks"}},
	{id = 67,  name = "Otwarte Karty",                techName = "Open-Handed"                  , baseLevel = 2, units = {4}, values = {8, 12, 16}, character = 7, charType = 'S', level = 30, prestige = 1, tags = {"Auras"}},
	{id = 166, name = "Opresja",                      techName = "Oppression"                   , baseLevel = 2, units = {1}, values = {120, 100, 80}, character = 22, charType = 'K', level = 35, prestige = 2, tags = {"Generators", "Regression", "SkillChecks"}},
	{id = 204, name = "Przezwyciężenie",              techName = "Overcome"               	     , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 29, charType = 'S', level = 30, prestige = 1, tags = {"MovementSpeed", "Exhaustion"}},
	{id = 4,   name = "Overconfidence",               techName = "Overconfidence"               , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
	{id = 79,  name = "Przeciążenie",                 techName = "Overcharge"                   , baseLevel = 2, units = {5}, values = {3, 4, 5}, character = 7, charType = 'K', level = 40, prestige = 3, patch = "6.1.0", tags = {"Generators", "Regression", "RegressionPenalty", "SkillChecks"}},
	{id = 78,  name = "Przytłaczająca Obecność",      techName = "Overwhelming Presence"        , baseLevel = 1, units = {5}, values = {80, 90, 100}, character = 7, charType = 'K', level = 30, prestige = 1, tags = {"Efficiency", "TerrorRadius"}},  
	{id = 219, name = "Nadgorliwość",                 techName = "Overzealous"         		    , baseLevel = 3, units = {5, 5}, values = {6, 7, 8, 12, 14, 16}, character = 31, charType = 'S', level = 40, prestige = 3, patch = "6.1.0", tags = {"Totems", "Generators", "ActionSpeed"}},
	{id = 210, name = "Ojcowskie Wskazówki",          techName = "Parental Guidance"	    	, baseLevel = 1, units = {1}, values = {5, 6, 7}, character = 30, charType = 'S', level = 30, prestige = 1, tags = {"ScratchMarks", "PoolsOfBlood", "GruntsOfPain"}},
	{id = 94,  name = "Farmacja",                     techName = "Pharmacy"                     , baseLevel = 2, units = {5}, values = {40, 60, 80}, character = 11, charType = 'S', level = 35, prestige = 2, patch = "6.1.0", tags = {"ActionNoise", "ActionSpeed", "Chests", "Items"}},
	{id = 64,  name = "Baw Się Swoim Jedzeniem",      techName = "Play with Your Food"          , baseLevel = 3, units = {5, 5}, values = {3, 4, 5, 9, 12, 15}, character = 5, charType = 'K', level = 35, prestige = 2, tags = {"Chase", "MovementSpeed", "Obsession", "Tokens"}}, 
	{id = 25,  name = "Instynkt Grabieżcy",           techName = "Plunderer's Instinct"         , baseLevel = 1, units = {4}, values = {16, 24, 32}, charType = 'S', tags = {"Auras", "Chance", "Chests", "Items"}},
	{id = 124, name = "Opanowanie",                   techName = "Poised"                       , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 16, charType = 'S', level = 35, prestige = 2, tags = {"Generators", "ScratchMarks", "Stealth"}},
	{id = 104, name = "Entliczek-Pentlicze",          techName = "Pop Goes the Weasel"          , baseLevel = 3, units = {1}, values = {35, 40, 45}, character = 12, charType = 'K', level = 40, prestige = 3, patch = "6.1.0", tags = {"Generators", "Hooks", "RegressionPenalty"}},
	{id = 170, name = "Intensywna Walka",             techName = "Power Struggle"               , baseLevel = 2, units = {5}, values = {25, 20, 15}, character = 24, charType = 'S', level = 40, prestige = 3, tags = {"Pallets", "Stun", "Wiggling"}},
	{id = 55,  name = "Drapieżnik",                   techName = "Predator"                     , baseLevel = 1, units = {11},values = {"slightly", "moderately", "considerably"}, character = 2, charType = 'K', level = 30, prestige = 1, tags = {"ScratchMarks"}},
	{id = 26,  name = "Przeczucie",                   techName = "Premonition"                  , baseLevel = 3, units = {1}, values = {60, 45, 30}, charType = 'S', tags = {"Warning"}},
	{id = 35,  name = "Wykaż Się",                    techName = "Prove Thyself"                , baseLevel = 2, units = {5}, values = {50, 75, 100}, character = 1, charType = 'S', level = 35, prestige = 2, tags = {"ActionSpeed", "BonusBloodpoints", "Generators"}},
	{id = 43,  name = "Szybko i Cicho",               techName = "Quick & Quiet"                , baseLevel = 1, units = {1}, values = {30, 25, 20}, character = 2, charType = 'S', level = 30, prestige = 1, tags = {"Lockers", "LoudNoise", "Pallets", "Stealth", "Vaulting"}},
	{id = 110, name = "Uraza",                        techName = "Rancor"                       , baseLevel = 3, units = {1}, values = {5, 4, 3}, character = 13, charType = 'K', level = 40, prestige = 3, tags = {"Auras", "AuraFlareUp", "Exposed", "Generators", "Killing", "Obsession", "LoudNoise"}},
	{id = 151, name = "Fałszywy Trop",                techName = "Red Herring"                  , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 21, charType = 'S', level = 35, prestige = 2, tags = {"Auras", "Deception", "Generators", "Lockers", "LoudNoise"}},
	{id = 91,  name = "Zapamiętaj Mnie",              techName = "Remember Me"                  , baseLevel = 2, units = {3}, values = {8, 12, 16}, character = 10, charType = 'K', level = 35, prestige = 2, tags = {"ActionSpeed", "ExitGates", "Obsession"}},
	{id = 200, name = "Drugi Oddech (Renewal)",       techName = "Renewal"                      , baseLevel = 3, units = {1}, values = {28, 24, 20}, charType = 'S', tags = {"Broken", "Healing", "Hooks"}},
	{id = 158, name = "Stłumiony Sojusz",             techName = "Repressed Alliance"           , baseLevel = 2, units = {1}, values = {55, 50, 45}, character = 22, charType = 'S', level = 40, prestige = 3, tags = {"Auras", "Blocking", "Generators"}},
	{id = 218, name = "Resztkowe Ukazanie",           techName = "Residual Manifest"            , baseLevel = 2, units = {1}, values = {20, 25, 30}, character = 31, charType = 'S', level = 35, prestige = 2, tags = {"Blinding", "Blindness", "Chests", "Items"}},
	{id = 27,  name = "Zaradność",                    techName = "Resilience"                   , baseLevel = 2, units = {5}, values = {3, 6, 9}, charType = 'S', tags = {"ActionSpeed", "ExitGates", "Vaulting"}},
	{id = 181, name = "Odrodzenie",            	  	  techName = "Resurgence"            		, baseLevel = 2, units = {5}, values = {40, 45, 50}, character = 26, charType = 'S', level = 35, prestige = 2, tags = {}},
	{id = 185, name = "Zapał Nowicjusza",             techName = "Rookie Spirit"                , baseLevel = 2, units = {11}, values = {5, 4, 3}, character = 27, charType = 'S', level = 40, prestige = 3, tags = {"Auras", "Generators", "SkillChecks"}},
	{id = 65,  name = "Najlepsze Zostaw na Koniec",   techName = "Save the Best for Last"       , baseLevel = 3, units = {8}, values = {4, 3, 2}, character = 5, charType = 'K', level = 30, prestige = 1, tags = {"AttackCooldown", "Obsession", "Tokens"}},
	{id = 39,  name = "Sabotażysta",                  techName = "Saboteur"                     , baseLevel = 3, units = {1}, values = {90, 75, 60}, character = 4, charType = 'S', level = 40, prestige = 3, patch = "6.1.0", tags = {"ActionSpeed", "Auras", "Hooks", "Sabotage"}},
	{id = 207,  name = "Hak Plagi: Przypływ Gniewu",  techName = "Scourge Hook: Floods of Rage" , baseLevel = 1, units = {1}, values = {5, 6, 7}, character = 27, charType = 'K', level = 30, prestige = 1, tags = {"ScourgeHooks", "Hooks", "Auras"}},
	{id = 188, name = "Hak Plagi: Ofiarowany Ból",    techName = "Scourge Hook: Gift of Pain"   , baseLevel = 3, units = {5}, values = {10, 13, 16}, character = 25, charType = 'K', level = 40, prestige = 3, patch = "6.1.0", tags = {"ActionSpeed", "Auras", "Haemorrhage",  "Hooks", "Mangled", "ScourgeHooks"}},
	{id = 14, name = "Hak Plagi: Potworna Świątynia", techName = "Scourge Hook: Monstrous Shrine", baseLevel = 2, units = {5}, values = {10, 15, 20}, charType = 'K', patch = "6.1.0", tags = {"ActionSpeed", "Basement", "Hooks", "ScourgeHooks"}},
    {id = 202, name = "Hak Plagi: Rezonans Bólu",     techName = "Scourge Hook: Pain Resonance" , baseLevel = 2, units = {5}, values = {9, 12, 15}, character = 26, charType = 'K', level = 35, prestige = 2, patch = "6.1.2", tags = {"ScourgeHooks", "Hooks", "Auras", "Generators", "RegressionPenalty", "Regression"}},
	{id = 140, name = "Drugi Oddech (Second Wind)",   techName = "Second Wind"                  , baseLevel = 3, units = {1}, values = {28, 24, 20}, character = 19, charType = 'S', level = 40, prestige = 3, tags = {"Broken", "Healing", "Hooks"}, unused = true, retired = true},
	{id = 196, name = "Samoświadomość",               techName = "Self-Aware"                   , baseLevel = 2, units = {5}, values = {10, 15, 20}, charType = 'S', tags = {"MovementSpeed", "ScratchMarks"}},
	{id = 38,  name = "Samoopatrywanie",              techName = "Self-Care"                    , baseLevel = 3, units = {5}, values = {25, 30, 35}, character = 3, charType = 'S', level = 40, prestige = 3, patch = "6.1.0", tags = {"ActionSpeed", "Efficiency", "Healing"}},
	{id = 176, name = "Instynkt Samozachowawczy",     techName = "Self-Preservation"            , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 25, charType = 'S', level = 40, prestige = 3, tags = {"PoolsOfBlood", "ScratchMarks", "Stealth"}},
    {id = 215, name = "Zaraźliwy Dotyk",              techName = "Septic Touch"                 , baseLevel = 3, units = {1}, values = {6, 8, 10}, character = 28, charType = 'K', level = 40, prestige = 3, tags = {"Healing", "TerrorRadius", "Blindness", "Exhaustion"}},
	{id = 56,  name = "Zrodzony w Cieniu",            techName = "Shadowborn"                   , baseLevel = 3, units = {10}, values = {9, 12, 15}, character = 2, charType = 'K', level = 40, prestige = 3, tags = {"FOV"}},
	{id = 216, name = "Utracona Nadzieja",            techName = "Shattered Hope"               , baseLevel = 1, units = {1}, values = {6, 7, 8}, charType = 'K', tags = {"Boon", "Totems", "Auras"}},
	{id = 195, name = "Orientacja w terenie",         techName = "Situational Awareness"        , baseLevel = 1, units = {1}, values = {8, 9, 10}, charType = 'S', tags = {"Auras", "Generators"}},
	{id = 28,  name = "Śliskie Mięso",                techName = "Slippery Meat"                , baseLevel = 1, units = {5}, values = {2, 3, 4}, charType = 'S', tags = {"Chance", "EscapeAttempts", "Hooks", "Luck"}},
	{id = 15,  name = "Niechlujny Rzeźnik",           techName = "Sloppy Butcher"               , baseLevel = 1, units = {5, 5}, values = {50, 75, 100, 15, 20, 25}, charType = 'K', tags = {"Haemorrhage", "Mangled", "PoolsOfBlood"}},
	{id = 29,  name = "Drobna Gra",                   techName = "Small Game"                   , baseLevel = 1, units = {4, 1}, values = {8, 10, 12, 14, 12, 10}, charType = 'S', tags = {"KillerTraps", "Totems", "Warning"}},
	{id = 175, name = "Przebój",                      techName = "Smash Hit"                    , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 25, charType = 'S', level = 35, prestige = 2, tags = {"Exhaustion", "Haste", "Pallets", "Stun"}},
	{id = 50,  name = "Ostatnia Ocalała",             techName = "Sole Survivor"                , baseLevel = 2, units = {4, 4}, values = {20, 22, 24, 60, 66, 72}, character = 6, charType = 'S', level = 30, prestige = 1, patch = "6.1.0", tags = {"Obsession", "Auras", "ActionSpeeds", "Generators", "ExitGates", "Hatch", "Stealth"}},
	{id = 123, name = "Solidarność",                  techName = "Solidarity"                   , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 16, charType = 'S', level = 30, prestige = 1, tags = {"Conversion", "Healing"}},
	{id = 156, name = "Strażnik Duszy",               techName = "Soul Guard"                   , baseLevel = 3, units = {1}, values = {4, 6, 8}, character = 22, charType = 'S', level = 30, prestige = 1, tags = {"Cursed", "DeepWound", "Endurance"}},
	{id = 16,  name = "Szpiedzy z Cienia",            techName = "Spies from the Shadows"       , baseLevel = 3, units = {4}, values = {20, 28, 36}, charType = 'K', level = 35, tags = {"LoudNoise"}},
	{id = 30,  name = "Dreszcz",                      techName = "Spine Chill"                  , baseLevel = 3, units = {5}, values = {2, 4, 6}, charType = 'S', patch = "6.1.0", tags = {"ActionSpeed", "ExitGates", "Warning"}},
	{id = 108, name = "Duchowa Furia",                techName = "Spirit Fury"                  , baseLevel = 1, units = {9}, values = {4, 3, 2}, character = 13, charType = 'K', level = 30, prestige = 1, tags = {"Pallets"}},
	{id = 44,  name = "Sprint",                       techName = "Sprint Burst"                 , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 2, charType = 'S', level = 35, prestige = 2, tags = {"Exhaustion", "Haste"}},
	{id = 101, name = "Nadzór",                       techName = "Stake Out"                    , baseLevel = 3, units = {8}, values = {2, 3, 4}, character = 12, charType = 'S', level = 40, prestige = 3, tags = {"SkillChecks", "TerrorRadius", "Tokens"}},
	{id = 171, name = "Oczarowanie",                  techName = "Starstruck"                   , baseLevel = 2, units = {1}, values = {26, 28, 30}, character = 23, charType = 'K', level = 30, prestige = 1, tags = {"TerrorRadius", "Exposed"}},
	{id = 47,  name = "Wiedza Uliczn",                techName = "Streetwise"                   , baseLevel = 3, units = {5}, values = {15, 20, 25}, character = 5, charType = 'S', level = 40, prestige = 3, tags = {"Efficiency"}},
	{id = 60,  name = "Jęki",                         techName = "Stridor"                      , baseLevel = 1, units = {5, 5}, values = {25, 50, 50, 0, 0, 25}, character = 4, charType = 'K', level = 30, prestige = 1, tags = {"GruntsOfPain"}},
	{id = 132, name = "Skok Napięcia",                techName = "Surge"                        , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 17, charType = 'K', level = 30, prestige = 1, tags = {"Generators", "Regression", "RegressionPenalty"}, unused = true, retired = true},
	{id = 97,  name = "Inwigilacja",                  techName = "Surveillance"                 , baseLevel = 2, units = {1}, values = {8, 12, 16}, character = 11, charType = 'K', level = 35, prestige = 2, tags = {"Auras", "Generators"}},
	{id = 75,  name = "Technik",                      techName = "Technician"                   , baseLevel = 1, units = {5}, values = {5, 4, 3}, character = 9, charType = 'S', level = 30, prestige = 1, tags = {"ActionNoise", "Generators", "RegressionPenalty", "SkillChecks", "LoudNoise"}},
	{id = 99,  name = "Wytrwałość",                   techName = "Tenacity"                     , baseLevel = 1, units = {5}, values = {30, 40, 50}, character = 12, charType = 'S', level = 30, prestige = 1, patch = "6.1.0", tags = {"GruntsOfPain", "MovementSpeed", "Recovering"}},
	{id = 84,  name = "Zwierzę Terytorialne",         techName = "Territorial Imperative"       , baseLevel = 2, units = {1}, values = {30, 25, 20}, character = 8, charType = 'K', level = 35, prestige = 2, tags = {"Auras", "Basement"}},
	{id = 61,  name = "Tanatofobia",                  techName = "Thanatophobia"                , baseLevel = 2, units = {5, 5}, values = {1, 1.5, 2, 4, 6, 8}, character = 4, charType = 'K', patch = "6.1.2", level = 35, prestige = 2, patch = "6.1.0", tags = {"ActionSpeed", "Totems"}},
	{id = 31,  name = "To Się Nie Dzieje",            techName = "This Is Not Happening"        , baseLevel = 2, units = {5}, values = {10, 20, 30}, charType = 'S', tags = {"SkillChecks"}},
	{id = 130, name = "Dreszczyk Emocjis",            techName = "Thrilling Tremors"            , baseLevel = 2, units = {1}, values = {100, 80, 60}, character = 16, charType = 'K', level = 35, prestige = 2, tags = {"Auras", "Blocking", "Generators"}},
	{id = 59,  name = "Majsterkowicz",                techName = "Tinkerer"                     , baseLevel = 3, units = {1}, values = {12, 14, 16}, character = 3, charType = 'K', level = 40, prestige = 3, patch = "6.1.0", tags = {"Deception", "Generators", "LoudNoise", "Stealth", "Undetectable"}},
	{id = 5,   name = "Tough Runner",                 techName = "Tough Runner"                 , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
	{id = 154, name = "Szlak Udręki",                 techName = "Trail of Torment"             , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 20, charType = 'K', level = 35, prestige = 2, tags = {"Auras", "Deception", "Generators", "Stealth", "Undetectable"}},
	{id = 6,   name = "Underperform",                 techName = "Underperform"                 , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'K', unused = true},
	{id = 53,  name = "Niepokojąca Obecność",         techName = "Unnerving Presence"           , baseLevel = 1, units = {5}, values = {40, 50, 60}, character = 1, charType = 'K', level = 30, prestige = 1, tags = {"SkillChecks", "TerrorRadius"}},
	{id = 74,  name = "Niezłomność",                  techName = "Unbreakable"                  , baseLevel = 3, units = {5}, values = {25, 30, 35}, character = 8, charType = 'S', level = 40, prestige = 3, tags = {"Recovering", "RecoverySpeed"}},
	{id = 17,  name = "Bezlitosny",                   techName = "Unrelenting"                  , baseLevel = 2, units = {5}, values = {20, 25, 30}, charType = 'K', tags = {"AttackCooldown"}},
	{id = 68,  name = "Podnieść Stawkę",              techName = "Up the Ante"                  , baseLevel = 3, units = {5, 5}, values = {1, 2, 3, 3, 6, 9}, character = 7, charType = 'S', level = 35, prestige = 2, tags = {"Luck"}},
	{id = 46,  name = "Skrytość",                     techName = "Urban Evasion"                , baseLevel = 2, units = {5}, values = {90, 95, 100}, character = 5, charType = 'S', level = 35, prestige = 2, tags = {"MovementSpeed"}},
	{id = 95,  name = "Czuwanie",                     techName = "Vigil"                        , baseLevel = 2, units = {5}, values = {20, 25, 30}, character = 11, charType = 'S', level = 40, prestige = 3, tags = {"Blindness", "Broken", "Exposed", "Exhaustion", "Haemorrhage", "Hindered", "Mangled", "Oblivious", "RecoverySpeed"}},
	{id = 162, name = "Wizjoner",                     techName = "Visionary"                    , baseLevel = 1, units = {1}, values = {20, 18, 16}, character = 23, charType = 'S', level = 30, prestige = 1, tags = {"Auras", "Generators"}},
	{id = 93,  name = "Pobudka!",                     techName = "Wake Up!"                     , baseLevel = 1, units = {5}, values = {15, 20, 25}, character = 11, charType = 'S', level = 30, prestige = 1, tags = {"ActionSpeed", "Auras", "ExitGates"}},
	{id = 32,  name = "Damy Radę",                    techName = "We'll Make It"                , baseLevel = 2, units = {1}, values = {30, 60, 90}, charType = 'S', tags = {"ActionSpeed", "Healing"}},
	{id = 81,  name = "Będziemy Żyć Wiecznie",        techName = "We're Gonna Live Forever"     , baseLevel = 1, units = {1}, values = {6, 8, 10}, character = 10, charType = 'S', level = 30, prestige = 1, patch = "6.1.0", tags = {"ActionSpeed", "Endurance", "Healing", "ProtectionHits"}},
	{id = 18,  name = "Szepty",                      techName = "Whispers"                     , baseLevel = 3, units = {4}, values = {48, 40, 32}, charType = 'K', tags = {"Warning"}},
	{id = 106, name = "Ostatnia Szansa",             techName = "Windows of Opportunity"       , baseLevel = 1, units = {4}, values = {24, 28, 32}, character = 13, charType = 'S', level = 35, prestige = 2, tags = {"Auras", "BreakableWalls", "Pallets", "VaultLocations"}},
	{id = 141, name = "Taktyka Zanshin",             techName = "Zanshin Tactics"              , baseLevel = 1, units = {4}, values = {24, 28, 32}, character = 18, charType = 'K', level = 30, prestige = 1, tags = {"Auras", "BreakableWalls", "Pallets", "VaultLocations"}}
}
p.count = #p.perks

p.perkDescription = {
--	{ -- Example layout
--		id = "number",
--		desc = {
--			{
--				-- Main description here. IMPORTANT: #pl([NUM]) is used to get the Pl values. #pn is to refer to the perk name itself. Auto-italicises it.
--			}
--		}
--	},

	{ -- Artefact Hunter (UNUSED)
        id = 1,
        desc = {
            { 
                perkStrings.unusedPerk .. brnl ..
                perkStrings.unknownDesc
            }
        }
    },
    { -- In the Dark (UNUSED; Replaced by Knock Out)
        id = 2,
        desc = {
            { 
                perkStrings.unusedPerk .. brnl ..
                "Twój " .. iconLink(ils.terrorRadius) .. " jest ustawiony na #pl(1), kiedy są jeszcze #pl(2) żywych w Rozgrywce."
            }
        }
    },
    { -- Last Standing (UNUSED)
        id = 3,
        desc = {
            { 
            	perkStrings.unusedPerk .. brnl ..
                "Gain a stack-able #pl(1) bonus to all Action speeds for each " .. iconLink(ils.survivor) .. " no longer in the Trial, up to a maximum of #pl(2)."
            }
        }
    },
    { -- Overconfidence (UNUSED)
        id = 4,
        desc = {
            { 
				perkStrings.unusedPerk .. brnl ..
                perkStrings.unknownDesc
            }
        }
    },
    { -- Tough Runner (UNUSED)
        id = 5,
        desc = {
            { 
            	perkStrings.unusedPerk .. brnl ..
                perkStrings.unknownDesc
            }
        }
    },
    { -- Underperform (UNUSED)
        id = 6,
        desc = {
            { 
            	perkStrings.unusedPerk .. brnl ..
                perkStrings.unknownDesc
            }
        }
    },
    { -- Bitter Murmur/Gorzki Szmer
        id = 7,
        desc = {
            { 
                "Wyzwala potencjał odczytywania Aur:" ..
                list(
                	"Za każdym razem, gdy " .. iconLink(ils.generator) .. "zostanie w pełni naprawiony, " .. iconLink(ils.auras) .. " Ocalałych w zasięgu " .. bclr(2,"16 metrów") .. " od tego Generatora stają się dla ciebie widoczne przez " .. bclr(6,"5 sekund") .. dot,
                	"Wraz z ukończeniem naprawy ostatniego Generatora, Aury Ocalałych stają się dla ciebie widoczne przez #pl(1).")
            }
        }
    },
    { -- Deerstalker/Tropiciel
        id = 8,
        desc = {
            { 
                "Wyzwala potencjał odczytywania Aur:" .. 
                list(
                	"Dostrzegasz " .. iconLink(ils.auras) .. " wszystkich " .. iconLink(ils.survivors, ils.survivors, ils.survivors2) .. " w " .. iconLink(ils.dyingState, ils.dyingState, ils.dyingState2) .. " w promieniu #pl(1) od ciebie.")
            }
        }
    },
    { -- Distressing/Niepokój
        id = 9,
        desc = {
            { 
                "Twoja przeraźliwa obecność emanuje na nienaturalnie dużym obszarze." .. 
                list(
                	b("Zwiększa") .. " twój " .. iconLink(ils.terrorRadius) .. " o #pl(1)",
                	"Otrzymujesz " .. b(clr(2,"100 %")) .. " bonus do " .. iconLink(ils.bloodpoints, ils.bloodpoints, ils.bloodpoints2) .. " za wykonywanie działań w Kategorii " .. iconLink(ils.deviousness) .. dot)
            }
        }
    },
    { -- Hex: No One Escapes Death/Klątwa: Nikt Nie Ucieka Śmierci
        id = 10,
        desc = {
            { 
                "Siła Klątwy pochodzi z nadziei." .. brnl ..
                "	Ożywia cię moc Przeklętego Totemu, gdy Ocalali są bliscy ucieczki." .. nlp ..
                "Kiedy " .. iconLink(ils.exitGates) .. " zostaną zasilone, a na Mapie wciąż znajduje się " .. iconLink(ils.dullTotem) .. " #pn aktywuje się i go zapala:" .. 
                list(
                	b("Zwiększa") .. " twoją Prędkość Ruchu o #pl(1).",
                	"Ocalali otrzymują nieustanny " .. soloState(ils.exposed) .. dot) .. nlp ..
                "#pn nie aktywuje się, jeśli nie ma dostępnego Zwykłego Totemu." .. nlp ..
                "#pn ujawnia " .. iconLink(ils.aura, ils.aura, ils.aura2) .. " swojego " .. b("Przeklętego Totemu") .. " dla wszystkich Ocalałych w promieniu " .. bclr(2, "4 metrów") .. " i stopniowo rozszerza ten zakres do " .. bclr(6, "24 metrów") .. " przez kolejne " .. bclr(8, "30 sekund") .. dot .. nlp ..
                perkStrings.hexPerk .. nlp ..
                quote("I oto bestia stała się szybsza, potężniejsza, jak gdyby cieniste bicze Bytu smagały ją po plecach.")
            }
        }
    },
    { -- Hex: Thrill of the Hunt/Klątwa: Dreszcz Polowania
        id = 11,
        desc = {
            { 
                "Siła klątwy pochodzi z nadziei." .. brnl ..
                "Fałszywa nadzieja Ocalałych wypełnia cię ekscytacją i wzmacnia twoje Totemy." .. nlp ..
                "Za każdy Totem pozostały na Mapie, #pn otrzymuje " .. bclr(2,"1 Żeton") .. dot .. 
                list(
                	"Ocalali cierpią na łączącą się #pl(1) karę za Żeton do Szybkości Akcji Niszczenia i Błogosławieństwa Totemów, do maksymalnie #pl(2).",
                	"Przyznaje łączący się " .. bclr(6,"10 %") .. " bonus do " .. iconLink(ils.bloodpoints, ils.bloodpoints, ils.bloodpoints2) .. " za Żeton na działania w Kategorii " .. iconLink(ils.hunter) .. " do maksymalnie " .. bclr(8,"50 %") .. dot) .. brnl ..
                perkStrings.hexPerk
            }
        }
    },
    { -- Insidious/Podstępność
        id = 12,
        desc = {
        	{
                "Odblokowuje zdolność ukrywania się:" .. 
                bullet .. "Przyznaje " .. soloState(ils.undetectable) .. " po staniu nieruchomo przez #pl(1) do momentu, gdy ponownie się poruszysz."
            }
        }
    },
    { -- Iron Grasp/Żelazny Chwyt
        id = 13,
        desc = {
            { 
                "Twój potężny chwyt sprawia, że ucieczka z twojego objęcia staje się dla Ocalałych niemalże niemożliwa." .. nlp ..
                "Podczas noszenia " .. iconLink(ils.survivor, ils.survivor, ils.survivor2) .. " korzystasz z następujących efektów:" .. 
                list(
                	b("Zmniejsza") .. " efekty Szamotania się Ocalałego, które powodują, że skręcasz na boki, o " .. bclr(2,"75 %") .. dot,
            		b("Zwiększa") .. " czas trwania Szamotania Ocalałego o #pl(1).")
            }
        }
    },
    { -- Scourge Hook: Monstrous Shrine/Hak Plagi: Potworna Świątynia
        id = 14,
        desc = {
			{
                "Twoja żarliwa troska o Haki znalezione w Piwnicy wzbudziła zainteresowanie Bytu." .. nlp ..
				"Na początku Rozgrywki, " .. bclr(2, "4 losowe Haki") .. ", jak również " .. bclr(6, "Haki w Piwnicy") .. ", zmieniają się w " .. b("Haki Plagi") .. colon .. nl ..
				nbullet .. space .. iconLink(ils.auras) ..  b("Haków Plagi") .. " są ci ukazanie na " .. bclr(16, "biało") .. dot .. nlp ..
				"Za każdym razem, gdy Ocalały jest powieszony na " .. b("Haku Plagi") .. ", następujące efekty są zastosowane, kiedy jesteś dalej niż " .. bclr(8, "24 metry") .. " od powieszonego Ocalałego:" ..
                bullet .. b("Przyśpiesza") .. " Proces Poświęcenia o #pl(1)." .. nlp ..
                quote("Wtedy będziesz wiedzieć, że nie ma ucieczki. Wisząc w głębinach, stawiasz czoło mrocznemu.")
            }
        }
    },
    { -- Sloppy Butcher/Niechlujny Rzeźnik
        id = 15,
        desc = {
            { 
                "Wiesz, gdzie uderzyć, aby zaczęli krwawić." .. 
                bullet .. "Rany wywołane " .. i(link("Podstawowymi Atakiem")) .. " powodują, że " .. iconLink(ils.survivors) .. " cierpią na efekty " .. soloState(ils.haemorrhage) .. " i " .. state(ils.mangled) .. colon .. 
                bullet .. b("Zwiększa") .. " częstotliwość krwawienia o #pl(1)." ..
                bullet .. b("Zwiększa") .. " tempo, w jakim niepełne leczenie traci postęp o #pl(2)." ..
                bullet .. "Oba " .. b(perkStrings.statusEffects) .. " są USUNIĘTE po całkowitym wyleczeniu Ocalałego." .. nlp ..
                quote("To tkwi w jego sadystycznej naturze. Nie zadowala się szybkim zabójstwem, gdyż zachwyca go oglądanie plugawego spektaklu w postaci naszego cierpienia.")
            }
        }
    },
    { -- Spies from the Shadows/Szpiedzy z Cienia
        id = 16,
        desc = {
            { 
                "Zamieszkujące ten świat kruki potrafią się z tobą bezpośrednio komunikować." .. 
                bullet .. iconLink(ils.crows) .. " wystraszone przez Ocalałych w zasięgu #pl(1) ostrzeże cię za pomocą " .. i(link("Głośne Powiadomienie Dźwiękowe|Głośnego Powiadomienia Dźwiękowego")) .. dot .. nlp .. 
                "#pn ma czas odnowienia trwający " .. bclr(2,"5 sekund") .. " pomiędzy powiadomieniami." .. nlp ..
            	quote("Dręczą nas w cieniu, naznaczając nasze umysły z każdym krzykiem.")
            }
        }
    },
    { -- Unrelenting/Bezlitosny
        id = 17,
        desc = {
            { 
                "Jeśli wykonasz chybiony atak główną bronią, odzyskasz siły szybciej niż normalnie." .. 
                bullet .. b("Zmiejsza") .. " czas odnowienia chybionego " .. i(link("Podstawowy Atak|Podstawowego Ataku")) .. " o #pl(1)."
            }
        }
    },
    { -- Whispers/Szepty
        id = 18,
        desc = {
            { 
            	"Opanowałeś zdolność prymitywnego rozumienia głosu Bytu." .. 
            	bullet .. " Sporadycznie słyszysz głos " .. iconLink(ils.entity, ils.entity, ils.entity2) .. ", gdy przynajmniej jeden Ocalały jest w zasięgu #pl(1) ciebie." .. nlp ..
            	quote("Nie jest do końca jasne, jakie są intencje Mgły, ale nie ulega wątpliwości, że często stoi ona po stronie bestii.", "Nieznany, Notatnik")
            }
        }
    },
    { -- Dark Sense/Mroczny Zmysł
        id = 19,
        desc = {
            { 
                "Odblokowuje możliwość dostrzegania Aur:" .. nlp ..
				"Za każdym razem " .. iconLink(ils.generator) .. "jest ukończony, #pn aktywuje się:" ..
				bullet .. iconLink(ils.aura) .. " Zabójcy jest tobie ujawiona przez #pl(1), jeśli jest w zasięgu " .. bclr(2, "24 metrów") .. " od ciebie, po czym #pn dezaktywuje się." .. nlp ..
                quote("Przyjmij radę od weterana: zwolnij, nie spiesz się i staraj się tyle nie martwić! Najlepszy sposób, by go pokonać, to wiedzieć jak myśli.", "Murf, Zaginione Taśmy")
            }
        }
    },
    { -- Deja Vu
        id = 20,
        desc = {
            { 
                "Wyzwala potencjał odczytywania Aur:" .. nlp ..
                "Paranoja w połączeniu z horrorem porażki pomaga przygotować się by nie powtarzać tych samych błędów." .. 
                bullet .. iconLink(ils.auras) .. bclr(2, "3") .. space .. iconLink(ils.generators, ils.generators, ils.generators2) .. " znajdujące się najbliżej ciebie są ujawnione przez #pl(1) na początku Rozgrywki i za każdym razem, gdy Generator zostanie ukończony." ..
                bullet .. b("Zwiększa") .. " twoją prędkość Naprawy tych Generatorów o " .. bclr(6, "+5 %") .. " gdy #pn jest aktywne." ..
                bullet .. "Jeśli trzymasz " .. iconLink(ils.maps, ils.maps, ils.map2) .. ", wszystkie Generatory ujawnione przez #pn są automatycznie dodane do niej."
            }
        }
    },
    { -- Hope/Nadzieja
        id = 21,
        desc = {
            { 
            	"Wzrastające szanse na udaną ucieczkę napełniają cię nadzieją i dodają ci skrzydeł." .. 
            	bullet .. "Gdy " .. iconLink(ils.exitGates) .. " są zasilone, #pn przyznaje #pl(1) " .. soloState(ils.haste, ils.haste, ils.haste2) .. dot .. nlp ..
            	quote("Zapinać pasy, ćwoki! Ruszamy!", "Nikki, Zaginione Taśmy")
            }
        }
    },
    { -- Kindred/Pokrewieństwo
        id = 22,
        desc = {
            { 
                "Wyzwala potencjał odczytywania Aur:" .. nlp ..
                "Kiedy jesteś na Haku:" .. 
                bullet .. iconLink(ils.auras) .. " wszystkich " .. iconLink(ils.survivors, ils.survivors, ils.survivors2) .. " są tobie ukazane." ..
                bullet .. "Kiedy Zabójca jest w zasięgu #pl(1) od twojego Haka, ich Aura jest ujawniana wszystkim Ocalałym." .. nlp ..
                "Kiedy inny Ocalały jest na Haku:" .. 
                bullet .. "Aury wszystkich innych Ocalałych jest ujawiniona tobie." ..
                bullet .. "Kiedy Zabójca jest w zasięgu #pl(1) od powieszonego Ocalałego, jego Aura jest ci ukazana." .. nlp ..
                quote("Bądźcie dla siebie mili. Siedzimy w tym razem","Sujan, Zaginione Taśmy")
            }
        }
    },
    { -- Lightweight/Lekkość
        id = 23,
        desc = {
            { 
                "Twój bieg jest lekki i delikatny, co czyni twój trop trudniejszym do śledzenia." .. 
                bullet .. b("Zmniejsza") .. " czas trwania " .. iconLink(ils.scratchMarks, ils.scratchMarks, ils.scratchMarks2) .. " o #pl(1)." ..
                bullet .. "Twoje " .. iconLink(ils.scratchMarks) .. " są rozstawione nieregularnie." .. nlp ..
                quote("Nie spiesz się, on wie, gdzie byłeś... Zawsze mówiłem:<br>'żyj wolno i umieraj staro'.","Dylan,  Zaginione Taśmy")
            }
        }
    },
    { -- No One Left Behind/Nikt nie Zostaje w Tyle
        id = 24,
        desc = {
            { 
                "Zostawienie kogoś w tyle jest nie do pomyślenia." .. nlp ..
                "Kiedy " .. iconLink(ils.exitGates) .. " są zasilone, #pn aktywuje się:" .. 
                bullet .. b("Zwiększa") .. " twoją prękość zdejmowania z haka i leczenia o #pl(1)." ..
                bullet .. "Przyznaje #pl(2) bonusowych " .. iconLink(ils.bloodpoints, ils.bloodpoints, ils.bloodpoints2) .. " za akcje w Kategorii " .. iconLink(ils.altruism) .. "." ..
                bullet .. "Przyznaje zdjętemu ".. iconLink(ils.survivor, ils.survivor, ils.survivor3) .. " z Haka " .. bclr(2, "7 %") .. space .. soloState(ils.haste, ils.haste, ils.haste2) .. " przez " .. bclr(6, "10 sekund") .. dot .. 
                bullet .. iconLink(ils.auras) .. " wszystkich innych Ocalałych zostają ci ujawnione." .. nlp ..
                quote("Ta, bez kitu.<br>Ale uważam, że razem możemy go przechytrzyć i pokonać.<br>Nie bądźcie przewidywalni i samolubni!", "Clyde, Zaginione Taśmy")
            }
        }
    },
    { -- Plunderer's Instinct/Instynkt Grabieżcy
        id = 25,
        desc = {
            { 
                "Wyzwala potencjał odczytywania Aur:" .. 
                bullet .. iconLink(ils.auras) .. " zamkniętych " .. iconLink(ils.chests, ils.chests, ils.chests2) .. " i upuszczonych " .. iconLink(ils.items, ils.items, ils.items) .. " w zasięgu #pl(1) od twojego położenia są tobie ukazane." .. 
                bullet .. "Przyznaje " .. bclr(2, "znacznie") .. " większą szansę na znalezienie Przedmiotów o lepszej Rzadkości z Skrzyń." .. nlp ..
                quote("Pionierzy zbierali łupy godzinami.","Aizeyu, Zaginione Taśmy")
            }
        }
    },
    { -- Premonition/Przeczucie
        id = 26,
        desc = {
            { 
                "Masz niezaprzeczalną zdolność do wyczuwania zagrożenia." .. 
                bullet .. "Otrzymuj ostrzeżenie dźwiękowe po spojrzeniu w kierunku Zabójcy w promieniu " .. bclr(2, "45 °") .. " i zasięgu " .. bclr(6, "36 metrów") .. dot .. nlp ..
                "#pn ma #pl(1) czasu odnowienia za każdym razem, gdy się aktywuje." .. nlp ..
                quote("Mam złe przeczucie!")
            }
        }
    },
    { -- Resilience
        id = 27,
        desc = {
            { 
                "You are motivated in dire situations." .. 
                bullet .. b("Increases") .. " your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking by #pl(1) when in the " .. iconLink(ils.injuredState) .. dot .. nlp ..
                quote("Focus, even in these desperate times.")
            }
        }
    },
    { -- Slippery Meat
        id = 28,
        desc = {
            { 
            	"You have developed an efficient way to get off Hooks." .. 
            	list(
        			"Grants " .. bclr(2, "3") .. " additional Self-Unhook attempts.",
            		b("Increases") .. space .. "the Self-Unhook chance by #pl(1).")
            }
        }
    },
    { -- Small Game
        id = 29,
        desc = {
            { 
            	"You have the undeniable capability to sense danger." .. 
            	bullet .. "Receive an auditory warning upon looking in the direction of Totems in a " .. bclr(2, "45 °") .. " cone within #pl(1)." .. nlp ..
            	"#pn has a cool-down of #pl(2) each time it activates." .. nlp ..
            	"For each Dull or Hex Totem cleansed by any Player, #pn gains " .. bclr(6, "1 Token") .. colon ..
            	bullet .. "Each Token decreases the Detection cone's angle by " .. bclr(8, "5 °") .. ", down to a minimum of " .. bclr(4, "20 °") .. dot .. nlp ..
            	quote("Nope.","Andy, Zaginione Taśmy")
            }
        }
    },
    { -- Spine Chill
        id = 30,
        desc = {
            { 
            	"An unnatural tingle warns you of impending doom." .. 
 				list(
 					"Whenever the " .. iconLink(ils.killer) .. " is within " .. bclr(2, "36 metres") .. " of your location, #pn activates, lighting up its icon.",
 					"If there is a " .. iconLink(ils.terrorRadius) .. " present, #pn will reveal its intensity using its icon.") ..
 				"If the Killer is within range and looking at you with a clear line of sight, you benefit from the following effect:" ..
 				list(
            		b("Increases") .. " your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Cleansing, Blessing, Opening, and Unlocking by #pl(1).",
            		nbullet .. "This effect lingers for " .. bclr(6, "0.5 seconds") .. dot) ..
            	quote("There is a voice that doesn't use words. Listen..","Sassy, Zaginione Taśmy")
            }
        }
    },
    { -- This Is Not Happening
        id = 31,
        desc = {
            { 
            	"You perform at your best when you are under extreme stress." ..
            	bullet .. b("Increases") .. " the Success zone of " .. iconLink(ils.greatSkillChecks) .. " while Repairing and Healing by #pl(1) when in the " .. iconLink(ils.injuredState) .. dot
            }
        }
    },
    { -- We'll Make It
        id = 32,
        desc = {
            { 
            	"Helping others heightens your morale." ..
            	bullet .. b("Increases") .. " your Altruistic Healing speed by " .. bclr(2, "100 %") .. " for the next #pl(1) whenever you rescue another Survivor from a " .. iconLink(ils.hook) .. nlp ..
            	quote("I am confident we can all escape in one piece if we help each other.")
            }
        }
    },
    { -- Bond
        id = 33,
        desc = {
            { 
            	"Wyzwala potencjał odczytywania Aur:" .. 
            	bullet .. "The " .. iconLink(ils.auras) .. " of all other " .. iconLink(ils.survivors) .. " within #pl(1) of your location are revealed to you." .. nlp ..
            	quote("We have to work as a team, I need you to survive so that I can survive!", "Dwight Fairfield")
            }
        }
    },
    { -- Leader
        id = 34,
        desc = {
            { 
            	"You are able to organise a team to cooperate more efficiently." .. 
            	bullet .. b("Increases") .. " the Action speeds of other " .. iconLink(ils.survivors) .. " in Healing, Sabotaging, Unhooking, Cleansing, Opening, and Unlocking by #pl(1) while they are within " .. bclr(2, "8 metres") .. " of your location." ..
            	bullet .. "This effect lingers for " .. bclr(6,"15 seconds") .. " when leaving " .. i("Leader's") .. " range." .. nlp ..
            	"#pn does not stack with other instances of itself."
            }
        }
    },
    { -- Prove Thyself
        id = 35,
        desc = {
            { 
            	bullet .. b("Increases") .. " your Repair speed by " .. bclr(2, "+15 %") .. " for each other " .. iconLink(ils.survivor) .. " within " .. bclr(6, "4 metres") .. " of your location, up to a maximum of " .. bclr(8, "+45 %") .. dot ..
            	bullet .. "This effect is also applied to all other Survivors within that range." .. nlp ..
            	bullet .. "Grants #pl(1) bonus " .. iconLink(ils.bloodpoints) .. " for Co-operative actions." .. nlp ..
            	"#pn does not stack with other instances of itself." .. nlp ..
            	quote("Show me what you can do!", "Dwight Fairfield")
            }
        }
    },
    { -- Botany Knowledge
        id = 36,
        desc = {
            { 
            	"You transform plants found around [[The Campfire]] into tinctures that slow down bleeding." .. 
            	bullet .. b("Increases") .. " your Healing speed by #pl(1)." ..
            	bullet .. b("Reduces") .. " the Healing efficiency of " .. iconLink(ils.medKits) .. " by " .. bclr(2, "-20 %") .. dot .. nlp ..
            	quote("Basic Botany Knowledge could save your life someday", "Claudette Morel")
            }
        }
    },
    { -- Empathy
        id = 37,
        desc = {
            { 
            	"Wyzwala potencjał odczytywania Aur:" .. 
            	bullet .. "The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.survivors) .. " in the " .. iconLink(ils.injuredState) .. " or in the " .. iconLink(ils.dyingState) .. " within #pl(1) of your location are revealed to you." .. nlp ..
            	"#pn does not reveal the Aura of a Survivor being carried by the " .. iconLink(ils.killer) .. dot
            }
        }
    },
    { -- Self-Care
        id = 38,
        desc = {
            { 
                list(
                    "Unlocks the #pn ability, allowing you to self-heal without needing a " .. iconLink(ils.medKit) .. " at #pl(1) of the normal Healing speed."
                )
            }
        }
    },
    { -- Saboteur
        id = 39,
        desc = {
            { 
        		"Wyzwala potencjał odczytywania Aur:" .. nlp .. 
        		"For the duration of the " .. iconLink(ils.killer) .. " carrying another " .. iconLink(ils.survivor) .. ", you see the " .. iconLink(ils.aura) .. " of every " .. iconLink(ils.hook) .. " within " .. bclr(2, "56 metres") .. " of the pick-up location:" ..
        		bullet .. "The Auras of regular Hooks are revealed to you in " .. bclr(16, "white") .. dot ..
        		bullet .. "The Auras of " .. b("Scourge Hooks") .. " are revealed to you in " .. bclr(2, "yellow") .. dot .. nlp ..
        		"Unlocks the ability to sabotage Hooks without needing a " .. iconLink(ils.toolboxes, ils.toolboxes, ils.toolbox) .. colon ..
        		bullet .. "Sabotaging a Hook without a Toolbox takes " .. bclr(6, "2.5 seconds") .. dot ..
        		bullet .. "The Sabotage action has a cool-down of #pl(1)."
            }
        }
    },
    { -- Calm Spirit
        id = 40,
        desc = {
            { 
        		"Animals seem to trust you as they often stay calm in your presence." ..
        		list(
        			b("Prevents") .. space .. iconLink(ils.crows) .. " from being alerted by your proximity and flying off, unless they are being stepped on.", b("Suppresses") .. " the urge to scream from pain at all times.",
        		b("Suppresses") .. " all noises related to unlocking " .. iconLink(ils.chests) .. ", and cleansing or blessing " .. iconLink(ils.totems) .. dot,
        		nbullet .. b("Reduces") .. " their Interaction speed by #pl(1).")
            }
        }
    },
    { -- Iron Will
        id = 41,
        desc = {
            {
	        		"You are able to concentrate and enter a meditative-like state to numb some pain." ..
	        		bullet .. b("Reduces") .. " the volume of " .. i("Grunts of Pain") .. " while in the " .. iconLink(ils.injuredState) .. " by #pl(1)." .. nlp ..
	        		"#pn cannot be used when suffering from " .. i(b("Exhaustion")) .. ", but does not cause the " .. soloState(ils.exhausted) .. dot
            }
        }
    },
    { -- Adrenaline
		id = 42,
		desc = {
			{
				"You are fuelled by unexpecting energy when on the verge of escape." .. 
				bullet .. "Once the " .. iconLink(ils.exitGates) .. " are powered, " .. bclr(2, "instantly heal one") .. space .. iconLink(ils.healthState) .. " and sprint at " .. bclr(6, "150 %") .. " of your normal Running Movement speed for " .. bclr(8, "5 seconds") .. dot ..
				bullet .. "#pn is on hold if you are disabled at the moment it triggers and will instead activate upon being freed." ..
				bullet .. "If playing against The " .. iconLink(ils.nightmare) .. ", #pn will wake you from the [[Dream World]] upon activation." .. nlp ..
				"#pn ignores an existing " .. i(b("Exhaustion")) .. " timer, but causes the " .. soloState(ils.exhausted) .. " for #pl(1)."
			}
		}
	},
	{ -- Quick & Quiet
        id = 43,
        desc = {
            { 
        		"You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers." ..
        		bullet .. b("Suppresses") .. " both the " .. i(link("Loud Noise Notification")) .. " and the sound effects triggered by rushing to vault " .. iconLink(ils.windows) .. comma .. iconLink(ils.pallets) .. ", or rushing to enter or exit " .. iconLink(ils.lockers) .. dot .. nlp ..
        		"#pn has a cool-down of #pl(1)."
            }
        }
    },
    { -- Sprint Burst
        id = 44,
        desc = {
            { 
        		bullet .. "When starting to run, break into a sprint at " .. bclr(2, "150 %") .. " of your normal Running Movement speed for " .. bclr(6, "3 seconds") .. dot .. nlp ..
        		"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
        		"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
        		quote("See you if you can catch up...", "Meg Thomas")
            }
        }
    },
    { -- Balanced Landing
        id = 45,
        desc = {
            { 
        		"Your agility and cat-like relexes are incomparable." .. nlp ..
        		"When falling from great heights, you benefit from the following effects:" .. 
        		bullet .. b("Reduces") .. " the [[Stagger]] duration by " .. bclr(2, "75 %") .. dot ..
        		bullet .. b("Suppresses") .. space .. i("Grunts of Exertion") .. " from falling." ..
        		bullet .. "Upon landing, break into a sprint at " .. bclr(6, "150 %") .. " of your normal Running Movement speed for " .. bclr(8, "3 seconds") .. dot .. nlp ..
        		"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
        		"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
        		quote("I have jumped from higher places.", "Nea Karlsson")
            }
        }
    },
    { -- Urban Evasion
        id = 46,
        desc = {
            { 
        		"Years of evading the cops taught you a thing or two about stealth." .. 
        		bullet .. b("Increases") .. " your Crouching Movement speed by #pl(1)." .. nlp ..
        		quote("The paint is still fresh but I am long gone.", "Nea Karlsson")
        	}
        }
    },
    { -- Streetwise
        id = 47,
        desc = {
            { 
        		"Long nights out taught you to do a lot with what you have got." ..
        		bullet .. b("Increases") .. " the Efficiency of your " .. iconLink(ils.items) .. " by #pl(1)." .. nlp ..
        		"#pn extends its effect to all other " .. iconLink(ils.survivors) .. " within " .. bclr(2, "8 metres") .. " of your location and lingers for " .. bclr(6, "15 seconds") .. dot .. nlp ..
        		quote("You are doing it wrong! Let me show you how it is done.", "Nea Karlsson")
            }
        }
    },
    { -- Decisive Strike
        id = 48,
        desc = {
            { 
        		"Using whatever is at hand, you stab your aggressor in an ultimate attempt to escape." .. nlp ..
        		"After being unhooked or unhooking yourself, #pn activates for the next #pl(1):" .. 
        		list(
        			"When being grabbed or picked up by the Killer, succeed a " .. iconLink(ils.skillCheck) .. " to automatically escape their grasp, stunning them for " .. bclr(2, "3 seconds") .. dot,
        			"Successfuly stunning the Killer will disable #pn for the remainder of the Trial and result in you becoming the " .. state(ils.obsession) .. dot) .. nlp ..
        		"While #pn is active, performing " .. i("Conspicuous Actions") .. " will deactivate it for the remainder of the Trial." .. nlp ..
        		"#pn deactivates once the " .. iconLink(ils.exitGates) .. " are powered." .. nlp ..
        		perkStrings.obsPerkOddsPlus .. brnl ..
        		perkStrings.obsPerkSurvivor .. nlp ..
        		quote("There is nothing to be scared of.", "Laurie Strode")
            }
        }
    },
    { -- Object of Obsession
        id = 49,
        desc = {
            { 
        		"A supernatural bond links you to the Killer." .. nlp ..
        		"Whenever the Killer reads your " .. iconLink(ils.aura) .. " and for the same duration as they do so, #pn activates:" ..
        		bullet .. "The Killer's Aura is revealed to you." ..
        		bullet .. b("Increases") .. " your Action speeds in Repairing, Healing, and Cleansing by #pl(1)." .. nlp ..
        		"If you are the " .. state(ils.obsession) .. ", your Aura is automatically revealed to the Killer for " .. bclr(2, "3 seconds") .. " every " .. bclr(6, "30 seconds") .. dot .. nlp ..
        		perkStrings.obsPerkOddsPlus .. brnl ..
        		perkStrings.obsPerkSurvivor .. nlp ..
        		quote("He was watching me!", "Laurie Strode")
            }
        }
    },
    { -- Sole Survivor
        id = 50,
        desc = {
            { 
        		"As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted." .. nlp ..
        		"Each time a Survivor other than yourself is killed or sacrificed, #pn gains " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "3 Tokens") .. colon ..
        		bullet .. "Each Token grants a stack-able radius of #pl(1) within which the Killer is unable to read your " .. iconLink(ils.aura) .. ", up to a maximum of #pl(2)." .. nlp ..
        		"Once you are the last Survivor standing, you benefit from the following effects:" ..
        		bullet .. b("Increases") .. " your Repair speed of " .. iconLink(ils.generators) .. " by " .. bclr(8, "+75 %") .. dot ..
        		bullet .. b("Increases") .. " your Opening speed of the " .. iconLink(ils.exitGates) .. " and the " .. iconLink(ils.hatch) .. " by " .. bclr(4, "+50 %") .. dot .. nlp ..
        		perkStrings.obsPerkOddsPlus .. nlp ..
        		perkStrings.obsPerkSurvivor .. nlp ..
        		quote("It was the boogeyman.", "Laurie Strode")
            }
        }
    },

    { -- Agitation
		id = 51,
		desc = {
			{
				"You get excited in anticipation of hooking your prey." .. nlp ..
				"While carrying a " .. iconLink(ils.survivor) .. "you benefit from the following effects:" ..
				bullet .. b("Increases") .. " your Carrying Movement speed by #pl(1)." ..
				bullet .. b("Increases") .. " your " .. iconLink(ils.terrorRadius) .. " by " .. bclr(2, "12 metres") .. dot .. nlp ..
				quote("At some point, the excitement of hooking one of us becomes more important than the desire to kill us.")
			}
		}
	},
	{ -- Brutal Strength
        id = 52,
        desc = {
            { 
        		"Your great strength allows you to shred through your prey's defences." ..
        		bullet .. b("Increases") .. " the Action speed of breaking " .. iconLink(ils.pallets) .. " and " .. iconLink(ils.breakableWalls) .. ", and damaging " .. iconLink(ils.generators) .. " by #pl(1)." .. nlp ..
        		quote("It is more than muscles. A dark power motivates the beast.")
            }
        }
    },
    { -- Unnerving Presence
        id = 53,
        desc = {
            { 
				"Your presence alone instils great fear." .. nlp ..
				iconLink(ils.survivors) .. " repairing or healing within your " .. iconLink(ils.terrorRadius) .. " suffer from the following effects:" ..
				bullet .. b("Increases") .. " the Trigger odds of " .. iconLink(ils.skillCheck) .. " by " .. bclr(2, "10 %") .. dot ..
				bullet .. b("Decreases") .. " the Success zone of Skill Checks by #pl(1)." .. nlp ..
				quote("Its presence befalls us.")
            }
        }
    },
    { -- Bloodhound
        id = 54,
        desc = {
            { 
				"Like a hunting scent hound, you smell traces of blood at a great distance." .. 
				bullet .. iconLink(ils.poolsOfBlood) .. " are shown in " .. bclr(19, "bright red") .. " and can be tracked for #pl(1) longer than normal." .. nlp ..
				quote("Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow.")
            }
        }
    },
    { -- Predator
        id = 55,
        desc = {
            { 
				"Your acute tracking ability allows you to hone in on disturbances left by running Survivors." ..
				bullet .. "The " .. iconLink(ils.scratchMarks) .. " left by " .. iconLink(ils.survivors) .. " spawn #pl(1) closer together." .. nlp ..
				quote("Never stop moving and hope you're always two steps ahead of the beast.", "Unknown, Notebook")
            }
        }
    },
    { -- Shadowgorn
        id = 56,
        desc = {
            { 
				"You have a keep vision in the darkness of the night." .. brnl ..
				bullet .. b("Increases") .. " your " .. i("Field of View") .. " by #pl(1)." .. nlp ..
				i("Field of View gains do not stack") .. nlp ..
				quote("Shining in the darkest dark, his eyes pierce the night and sting your soul.")
            }
        }
    },
    { -- Enduring
        id = 57,
        desc = {
            { 
				"You are resilient to pain." .. 
				bullet .. b("Reduces") .. space .. i("Pallet Stun") .. " duration by #pl(1)." .. nlp ..
				"#pn has no effect while carrying a Survivor." .. nlp ..
				quote("He stops at nothing.")
            }
        }
    },
    { -- Lightborn
        id = 58,
        desc = {
            { 
				"Unlike other beasts of The Fog, you have adapted to light." .. 
				bullet .. "The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.survivors) .. " attempting to blind you with a Flashlight are revealed to you for #pl(1)." .. nlp ..
				"#pn grants immunity from being blinded by " .. iconLink(ils.flashlights) .. comma .. iconLink(ils.firecrackers) .. comma .. iconLink(ils.flashbangs) .. comma .. "or " .. iconLink(ils.blastMines) .. dot .. nlp ..
				quote("These monsters... they adapt! They emerge with strange new abilities.", "Vigo, Vigo's Journal")
            }
        }
    },
    { -- Tinkerer
        id = 59,
        desc = {
            { 
				"Whenever a " .. iconLink(ils.generator) .. " is repaired to " .. bclr(2, "70 %") .. ", you benefit from the following effects:" ..
				bullet .. "Triggers a " .. i(link("Loud Noise Notification")) .. " for that Generator, revealing its location." ..
				bullet .. "Grants the " .. soloState(ils.undetectable) .. " for the next #pl(1)." .. nlp ..
				"#pn can only trigger once per Generator per Trial." .. nlp ..
				quote("The Hillbilly makes impressive tools out of scraps. Tools aimed at maiming us in creative ways.", "Notebook")
            }
        }
    },
    { -- Stridor
        id = 60,
        desc = {
            { 
				"You are acutely sensitive to the breathing of your prey." .. 
				bullet .. b("Increases") .. " the volume of Survivors' " .. i("Grunts of Pain") .. " by #pl(1)." ..
				bullet .. b("Increases") .. " the volume of Survivors' regular breathing by #pl(2)." .. nlp ..
				quote("If you do not stop and catch your breath... she will.")
            }
        }
    },
    { -- Thanatophobia
        id = 61,
        desc = {
            { 
				"Their courage fades in the face of their undeniable mortality." .. 
				bullet .. "Each injured, dying, or hooked Survivor afflicts Survivors with a stack-able #pl(1) Action Speed penalty to Repairing, Sabotaging, and Cleansing, up to a maximum of #pl(2)." ..
				bullet .. b("Increases") .. " the Action Speed penalty by a further " .. bclr(2, "12 %") .. ", if there are " .. bclr(6, "4 Survivors") .. ", who are either injured, dying, or hooked at the same time." .. nlp ..
				quote("She plays with us and revels in our pain.")
            }
        }
    },
    { -- A Nurse's Calling
		id = 62,
		desc = {
			{
				"Wyzwala potencjał odczytywania Aur." ..
				bullet .. "The " .. iconLink(ils.auras) .. " of Survivors, who are healing or being healed, are revealed to you when they are within a range of #pl(1)." .. nlp ..
				quote("Still attached to the fragments of her past life, she is drawn to those in need of help.")
			}
		}
	},
	{ -- Dying Light
        id = 63,
        desc = {
            { 
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"Each time you hook a Survivor other than your " .. state(ils.obsession) .. ", you gain " .. bclr(2, "1 Token") .. colon ..
				bullet .. "For as long as the " .. i(b("Obsession")) .. " is alive, all other Survivors suffer from a stack-able #pl(1) penalty to Repairing, Healing, and Sabotaging speeds per Token, up to a maximum of #pl(2) or " .. bclr(6, "11 Tokens") .. dot ..
				bullet .. "The " .. i(b("Obsession")) .. " is unaffected by this penalty and instead granted a permanent " .. bclr(8, "33 %") .. " Action Speed bonus to Unhooking and Healing other Survivors." .. nlp ..
				perkStrings.obsPerkKiller .. nlp ..
				quote("This isn't a man...", "Dr Sam Loomis")
            }
        }
    },
    { -- PLay With Your Food
        id = 64,
        desc = {
            { 
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"Each time you chase your " .. state(ils.obsession) .. " and let them escape, #pn receives " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "3 Tokens") .. colon ..
				bullet .. "Each Token applies a stack-able #pl(1) " .. soloState(ils.haste) .. ", up to a maximum of #pl(2)." ..
				bullet .. "Performing " .. i(link("Basic Attacks")) .. ", or " .. i(link("Special Attacks")) .. " that can damage Survivors, consumes " .. bclr(8, "1 Token") .. dot .. nlp ..
				"#pn has a cool-down of " .. bclr(4, "10 seconds") .. " on Token-accumulation." .. brnl ..
				perkStrings.obsPerkKiller .. nlp ..
				quote("You've fooled them, haven't you Michael? But not me.", "Dr Sam Loomis")
            }
        }
    },
    { -- Save the Best for Last
        id = 65,
        desc = {
            { 
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"Each time you hit a Survivor other than your " .. state(ils.obsession) .. " with a " .. i(link("Basic Attack")) .. ", #pn gains " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "8 Tokens") .. colon ..
				bullet .. "Gain a stack-able " .. bclr(8, "5 %") .. " Cool-down reduction on successful attacks per Token, up to a maximum of " .. bclr(4, "40 %") .. dot .. nlp ..
				"Each time you hit your " .. i(b("Obsession")) .. " with a " .. i(link("Basic Attack")) .. ", #pn loses #pl(1)." .. 
				bullet .. i("When the " .. i(b("Obsession")) .. " is sacrificed or killed, you can neither gain nor lose any more Tokens.") .. nlp ..
				perkStrings.obsPerkKiller .. nlp ..
				quote("Death has come to your little town, Sheriff.", "Dr Sam Loomis")
            }
        }
    },
	{ -- Ace in the Hole
		id = 66,
		desc = {
			{
				"Lady Luck always seems to be throwing something good your way." .. brnl ..
				"When retrieving an " .. iconLink(ils.item) .. " from a " .. iconLink(ils.chest) .. ", there is a chance an " .. iconLink(ils.addon) .. " will be attached to it." ..
				bullet .. bclr(2, "100 %") .. " chance for an Add-on of " .. bclr(4, "Very Rare") .. " Rarity or lower." ..
				bullet .. "#pl(1) chance for a second Add-on of " .. bclr(2, "Uncommon") .. " Rarity or lower." .. nlp ..
				"#pn allows you to keep any Add-ons your Item has equipped upon escaping." .. nlp ..
				quote("Everything that glitters isn't gold. But gold isn't worth a damn in this place, so this should come in handy.", "Ace Visconti")
			}
		},
		history = {},
	},
	{ -- Open-Handed
        id = 67,
        desc = {
            { 
				"Strengthens the potential in your and your team's Aura-reading abilities." .. brnl ..
				"#pn increases all Aura-reading ranges by #pl(1)." .. brnl ..
				"#pn does not stack with other instances of itself." .. brnl ..
				quote("Paying attention is what kept me alive through the years. That, and my good looks of course.", "Ace Visconti")
            }
        }
    },
    { -- Up the Ante
        id = 68,
        desc = {
            { 
				"All will be well in the end; you just know it." .. brnl .. "Your confidence strengthens the feeling of hope for those around you." .. brnl ..
				"For Each Survivor still in the Trial, #pn gains " .. bclr(2, "1 Token") .. dot ..
				bullet .. "Each Token applies a stack-able #pl(1) bonus to the " .. iconLink(ils.luck).. " of all Survivors, up to a maximum of #pl(2)." .. nlp ..
				quote("What can I say? I'm just a very lucky guy... I'm sure some of it will rub off on you.", "Ace Visconti")
            }
        }
    },
    { -- Hex: Ruin
        id = 69,
        desc = {
            { 
				"A Hex that affects the Generator Repair progress of all Survivors." .. 
				bullet .. "Whenever a " .. iconLink(ils.generator) .. " is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at #pl(1) of the normal Regression speed." .. 
				bullet .. "Once any Survivor is killed by any means, #pn deactivates and reverts its Hex Totem into a Dull Totem." .. nlp ..
				perkStrings.hexPerk .. nlp ..
				quote("A curse is upon you. It will cause your ruin.")
            }
        }
    },
    { -- Hex: Devour Hope
        id = 70,
        desc = {
            { 
				"A Hex rooting its power on hope." .. brnl .. "The false hope of Survivors ignites your hunger." .. brnl ..
				"Each time a " .. iconLink(ils.survivor) .. " is rescued from a Hook when you are at least " .. bclr(2, "24 metres") .. " away, #pn receives " .. bclr(6, "1 Token") .. colon ..
				bullet .. bclr(4, "2 Tokens") .. colon .. space .. bclr(8, "10 seconds") .. " after hooking a Survivor, gain a #pl(1) " .. soloState(ils.haste) .. " for the next " .. bclr(4, "10 seconds") .. dot ..
				bullet .. bclr(4, "3 Tokens") .. colon .. " Survivors suffer permanently from the " .. soloState(ils.exposed) .. dot ..
				bullet .. bclr(4, "5 Tokens") .. colon .. " You are granted the ability to kill all Survivors by your own hand." .. nlp ..
				perkStrings.hexPerk .. nlp ..
				quote("If you do nothing, you have their blood on your hands. If you save them, her hunger grows.")
            }
        }
    },
    { -- Hex: The Third Seal
        id = 71,
        desc = {
            { 
				"A Hex that hinders the Survivors' Aura-reading abilities." .. brnl ..
				"The last #pl(1) hit with either your " .. i(link("Basic Attack")) .. " or " .. i(link("Special Attack")) .. " suffer from the " .. soloState(ils.blindness) .. dot .. nlp ..
				perkStrings.hexPerk .. nlp ..
				quote("She touched your skin, you bear the witch's mark!")
            }
        }
    },
    { -- Left Behind
		id = 72,
		desc = {
			{
				'You will get the job done... no matter the cost.' .. brnl ..
				'When you are the last Survivor remaining in the Trial, the ' .. iconLink(ils.aura) .. ' of the ' .. iconLink(ils.hatch) .. ' is revealed to you when you are within #pl(1).' .. nlp ..
				quote("I'm not horse-shittin' around. I'm doing this alone!", "Bill Overbeck")
			}
		}
	},
	{ -- Borrowed Time
		id = 73,
		desc = {
			{
				"You are fuelled with an unexpected energy when saving an ally from a Hook." .. nlp ..
				"Survivors you unhook benefit from the following effects:" ..
				bullet .. b("Extends") .. " the duration of their " .. soloState(ils.endurance) .. " by #pl(1)." ..
				bullet .. b("Extends") .. " the duration of their " .. soloState(ils.haste) .. " by " .. bclr(2, "+10 seconds") .. dot .. nlp ..
				quote("Probably stings like hell, but it ain't gonna kill ya. Up and at 'em soldier. Time to move!", "Bill Overbeck")
			}
		}
	},
	{ -- Unbreakable
		id = 74,
		desc = {
			{
				"Past battles have taught you a thing or two about survival." .. brnl ..
				"Once per Trial, you can completely recover from the " .. iconLink(ils.dyingState) .. dot ..
				bullet .. "Your Recovery speed is increased by #pl(1)." .. nlp ..
				quote("Goddammit, I am seriously FUBAR!", "Bill Overbeck")
			}
		}
	},
	{ -- Technician
		id = 75,
		desc = {
			{
				"You are apt at handling machinery with the greatest care and precision." .. brnl ..
				"Failing a " .. iconLink(ils.skillCheck) .. " while repairing:" .. 
				bullet .. "Prevents the " .. i("Generator Explosion") .. dot ..
				bullet .. "Applies the default Regression penalty." ..
				bullet .. "Applies an additional Regression penalty of #pl(1)." .. nlp ..
				"#pn reduces the audible range of your Generator-repairing noises by " .. bclr(2, "8 metres") .. dot .. brnl ..
				quote("I am gonna stealth this one.", "Feng Min")
			}
		}
	},
	{ -- Alert
		id = 76,
		desc = {
			{
				"Your acute senses are on high alert." .. brnl ..
				"Whenever the Killer destroys a " .. iconLink(ils.pallet) .. " or a " .. iconLink(ils.breakableWall) .. ", or damages a " .. iconLink(ils.generator) .. ", their " .. iconLink(ils.aura) .. " is revealed to you for #pl(1)." .. brnl ..
				quote("I have true sight,", "Feng Min")
			}
		},
		history = {
			{
				changed = "1.5.2c",
				adjust = "Buff",
				notice = "increased the time the Killer's Aura is revealed to the Survivor to " .. clr(6, "6 seconds") .. dot,
				
				before = {id = 76,  name = "Alert"            , baseLevel = 3, units = {4, 1}, values = {12, 24, 36, 60, 45, 30}, character = 9, charType = 'S', level = 40, prestige = 3, tags = {"Auras"}},
				text = "Your acute senses are on high alert. When the Killer performs the break action within '''#pl(1)  of range, the Killer's Aura is revealed to you for '''{{clr|2|3 seconds}}'''. This effect can only be triggered once every #pl(2)."
			},
			{
				changed = "2.3.0", 
				adjust = {"Buff", "Buff", "Nerf"},
				notice = {"Alert now has an unlimited range.", b("Alert") .. " removed the cool-down.", b("Alert") .. " now reveals the Aura for 3/4/5 seconds."},
				
				before = {id = 76,  name = "Alert"            , baseLevel = 3, units = {4, 1}, values = {12, 24, 36, 60, 45, 30}, character = 9, charType = 'S', level = 40, prestige = 3, tags = {"Auras"}},
				text = "Your acute senses are on high alert. When the Killer performs the break action within '''#pl(1)  of range, the Killer's Aura is revealed to you for '''{{clr|2|6 seconds}}'''. This effect can only be triggered once every #pl(2)."
			}
		},
	},
	{ -- Lithe
		id = 77,
		desc = {
			{
				"After performing a " .. b("rushed") .. " vault, break into a sprint of " .. bclr(2, "150 %") .. " of your normal Running Movement speed for a maximum of " .. bclr(6, "3 seconds") .. dot .. brnl ..
				"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
				"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. brnl ..
				quote("U mad?", "Feng Min")
			}
		}
	},
	{ -- Overwhelming Presence
		id = 78,
		desc = {
			{
				"Just knowing you are near is enough to disturb your victims." .. brnl ..
				"Survivors within your " .. iconLink(ils.terrorRadius) .. " suffer from inefficiency:" ..
				bullet .. "When using an " .. iconLink(ils.item) .. ", its Depletion rate is increased by #pl(1)." .. nlp ..
				quote("Shit!! I dropped the gauze!")
			}
		}
	},
	{ -- Overcharge
		id = 79,
		desc = {
			{
				"You are fuelled by your hate for progress." .. nlp ..
				"#pn a " .. iconLink(ils.generator) .. " by performing the " .. i("Damage Generator") .. " on it:" ..
				bullet .. "The next " .. iconLink(ils.survivor) .. " interacting with that Generator is faced with a difficult " .. iconLink(ils.skillCheck) .. dot ..
				bullet .. "Failing the Skill Check results in an immediate Progression loss of #pl(1)." ..
				bullet .. "Succeeding the Skill Check grants no bonus Progression, but prevents the Generator from exploding." .. nlp ..
				"After #pn is applied to a Generator, the following effect applies:" ..
				bullet .. b("Increases") .. " the Regression speed from " .. bclr(2, "75 %") .. " to " .. bclr(6, "200 %") .. " over the next " .. bclr(8, "30 seconds") .. dot .. nlp ..
				quote("It is a trap, But a trap one must step in...", "Herman Carter")
			}
		}
	},
	{ -- Monitor & Abuse
		id = 80,
		desc = {
			{
				"Meticulous in your approach, terrifying in your application." .. brnl ..
				"Your base " .. iconLink(ils.terrorRadius) .. " is increased by " .. bclr(2, "8 metres") .. dot ..
				bullet .. "Whenever you are outside of a Chase, your Terror Radius is reduced by " .. bclr(6, "16 metres") .. " while your " .. i("Field of View") .. " is increased by #pl(1)." .. nlp ..
				i("Field of View gains do not stack.") .. brnl ..
				quote("Its time for your treatment!", "Herman Carter, The Doctor")
			}
		}
	},
	{ -- We're Gonna Live Forever
		id = 81,
		desc = {
			{
				"Your few friends deserve the best protection." .. 
				bullet .. b("Increases") .. " your Healing speed by " .. bclr(2, "100 %") .. " when healing a dying " .. iconLink(ils.survivor) .. dot .. nlp ..
				"When performing any of the following actions, #pn gains " .. bclr(6, "1 Token") .. colon ..
				list(
					"Performing a Safe Hook Rescue",
					"Taking a " .. i(link("Protection Hit")) .. " for an injured Survivor.",
					"Stunning or Blinding the Killer to rescue a carried Survivor") .. nlp ..
				"Consume " .. bclr(8, "1 Token") .. " to grant the " .. soloState(ils.endurance) .. " for #pl(1) to any Survivor healed from the " .. iconLink(ils.dyingState) .. nlp ..
				quote("Come on then, let's ave' it! I don't give a shit pal.", "David King")
			}
		}
	},
	{ -- Dead Hard
		id = 82,
		desc = {
			{
				"Activate-able Perk." .. nlp ..
				"You can take a beating." .. brnl .. "When you are injured, tap into your adrenaline bank to avoid damage." .. 
				bullet .. "Press the " .. i("Active Ability button") .. " while running to trigger the " .. soloState(ils.endurance) .. " for " .. bclr(2, "0.5 seconds") .. dot .. nlp ..
				"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. nlp ..
				"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
				quote("We were walkin' through t'ginnel one night when a beer bottle flew past me, then another, and another.<br>I thought to myself " .. '"' .. "Gonna 'ave some fun 'ere lads, let's get stuck in!" .. '"' .. ".<br>It were a right dust up, I swear down!", "David King")
			}
		}
	},
	{ -- No Mither
		id = 83,
		desc = {
			{
				"Go on out, kid, it is just a scratch." .. brnl .. "Your thick blood coagulates practically instantly." .. brnl ..
				"You suffer from the " .. soloState(ils.broken) .. " for the entire Trial, but benefit from the following effects:" .. 
				bullet .. iconLink(ils.poolsOfBlood) .. " are suppressed." ..
				bullet .. "When injured or dying, " .. i("Grunts of Pain") .. " are reduced by #pl(1)." ..
				bullet .. "Your Recovery speed is increased by #pl(2)." ..
				bullet .. "You can recover fully from the " .. iconLink(ils.dyingState) .. dot .. nlp ..
				quote("I lost it. Just lamped him one. They went and banned me didn't they. Went t'pub afterwards, had a few pints and moved on to the next chapter. I couldn't be mithered with it all anyway, you know what I mean? Can't be arsed.", "David King")
			}
		}
	},
	{ -- Territorial Imperative
		id = 84,
		desc = {
			{
				"Wyzwala potencjał odczytywania Aur." .. brnl ..
				"The " .. iconLink(ils.aura) .. " of a Survivor entering the " .. iconLink(ils.basement) .. " when you are at least " .. bclr(2, "32 metres") .. " away is revealed to you for " .. bclr(6, "3 seconds") .. dot .. brnl ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("We're not safe anywhere...")
			}
		}
	},
	{ -- Beast of Prey
		id = 85,
		desc = {
			{
				"Your lust for a kill is so intense that your connection with The " .. iconLink(ils.entity) .. " is momentarily lost, making you totally unpredictable." .. brnl ..
				"Upon gaining the " .. soloState(ils.bloodlust) .. ", #pn activates:" ..
				bullet .. "Grants the " .. soloState(ils.undetectable) .. " for as long as " .. i(b("Bloodlust")) .. " is active." .. nlp ..
				"#pn grants #pl(1) bonus " .. iconLink(ils.bloodpoints) .. " for actions in the " .. iconLink(ils.hunter) .. " Category." .. brnl ..
				i("The bonus Bloodpoints are only awarded during the Trial.") .. brnl ..
				quote("Where did she go?")
			}
		}
	},
	{ -- Hex: Huntress Lullaby
		id = 86,
		desc = {
			{
				"A Hex rooting its power in despair." .. brnl .. "Your hunt is an irresistible song of dread which muddles your prey's attention." .. brnl ..
				iconLink(ils.survivors) .. " recieve a #pl(1) Regression penalty on " .. iconLink(ils.failedSkillChecks) .. " for Repair and Healing actions." .. brnl ..
				"#pn grows in power each time you Hook a Survivor, gaining " .. bclr(2, "1 Token") .. ", and affecting Repair and Healing Skill Checks:" ..
				bullet .. bclr(4, "1 Token") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(6, "-14 %") .. dot ..
				bullet .. bclr(4, "2 Tokens") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(8, "-28 %") .. dot ..
				bullet .. bclr(4, "3 Tokens") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(4, "-42 %") .. dot ..
				bullet .. bclr(4, "4 Tokens") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(3, "-56 %") .. dot ..
				bullet .. bclr(4, "5 Tokens") .. colon .. " disables the Warning sound." .. nlp ..
				perkStrings.hexPerk .. brnl ..
				quote("That song, it drives me crazy!")
			}
		}
	},
	{ -- Knock Out
		id = 87,
		desc = {
			{
				"The trauma caused by your brutal attacks makes crying for help painfully difficult." .. nlp ..
				"Putting a Survivor into the " .. iconLink(ils.dyingState) .. " with your " .. i(link("Basic Attack")) .. " blocks their " .. iconLink(ils.aura) .. " from being revealed to any Survivor, who is farther than #pl(1) away from them." .. nlp ..
				"For the next " .. bclr(2, "15 seconds") .. ", the following effects apply to the dying Survivor:" ..
				bullet .. b("Reduces") .. " their " .. i("Field of View") .. " and causes them to be deafened." ..
				bullet .. "Suffers from the " .. soloState(ils.blindness) .. dot ..
				bullet .. b("Reduces") .. " the Crawling speed by " .. bclr(6, "-50 %") .. dot ..
				bullet .. b("Reduces") .. " the Recovery speed by " .. bclr(8, "-25 %") .. dot .. nlp ..
				quote("Oh, that gun's no good. The old way... with a sledge! You see, that way's better. They die better that way.", "Nubbins Sawyer")
			}
		}
	},
	{ -- Barbecue & Chilli
		id = 88,
		desc = {
			{
				"A deep bond with The " .. iconLink(ils.entity) .. " unlocks potential in one's Aura-reading ability." ..
				bullet .. "After hooking a Survivor, all Survivors who are at least #pl(1) away from that Hook have their " .. iconLink(ils.aura) .. " revealed to you for " .. bclr(2, "4 seconds") .. dot .. nlp ..
				quote("I just can't take no pleasure in killing. There's just some things you gotta do. Don't mean you have to like it.", "Drayton Sawyer")
			}
		}
	},
	{ -- Franklin's Demise
		id = 89,
		desc = {
			{
				"Your vicious " .. i(link("Basic Attacks")) .. " make Survivors drop their " .. iconLink(ils.items) .. " on impact." ..
				bullet .. "If not recovered within #pl(1), the lost Items will have their Charges depleted by The " .. iconLink(ils.entity) .. dot ..
				bullet .. "The " .. iconLink(ils.auras) .. " of lost Items are revealed to you within " .. bclr(2, "32 metres") .. " and slowly fade from " .. bclr(16, "white") .. " to " .. bclr(19, "red") .. " as the timer elapses." .. nlp ..
				quote("Sally, I hear something. Stop! Stop!", "Franklin Hardesty")
			}
		}
	},
	{ -- Fire Up
		id = 90,
		desc = {
			{
				"The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation." .. brnl ..
				"Each time a Generator is completed, #pn grows in power." .. 
				bullet .. "Gain a stack-able #pl(1) Action Speed bonus to picking-up and dropping Survivors, breaking " .. iconLink(ils.pallets) .. " and " .. iconLink(ils.breakableWalls) .. ", damaging " .. iconLink(ils.generators) .. ", and vaulting " .. iconLink(ils.windows) .. ", up to a maximum of #pl(2)." .. brnl ..
				quote("Now why don't you just fucking die?", "Freddy Krueger")
			}
		}
	},
	{ -- Remember Me
		id = 91,
		desc = {
			{
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"Each time the " .. state(ils.obsession) .. " loses a " .. iconLink(ils.healthState) .. ", #pn gains " .. bclr(2, "1 Token") .. colon ..
				bullet .. b("Increases ") .. "the Opening time of both " .. iconLink(ils.exitGates) .. " by " .. bclr(6, "4 seconds") .. " per Token, up to a maximum of #pl(1)." ..
				bullet .. "The " .. i(b("Obsession")) .. " remains unaffected by this penalty." .. nlp ..
				perkStrings.obsPerkKiller .. brnl ..
				quote("You don't remember? You must. You're my number one, and you'll never wake up again.", "Freddy Krueger")
			}
		}
	},
	{ -- Blood Warden
		id = 92,
		desc = {
			{
				"As soon as one " .. iconLink(ils.exitGate) .. " is opened, #pn activates." .. 
				bullet .. "The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.survivors) .. " standing within the Exit-Gate area are revealed to you." .. nlp..
				"Once per Trial, hooking a Survivor while #pn is active calls upon The " .. iconLink(ils.entity) .. " to block the exits for all Survivors for #pl(1)." .. brnl ..
				quote("This is my world. And you can't ever leave.", "Freddy Krueger")
			}
		}
	},
	{ -- Wake Up!
		id = 93,
		desc = {
			{
				"Wyzwala potencjał odczytywania Aur." .. brnl ..
				"Once all " .. iconLink(ils.generators) .. " are completed, #pn activates:" ..
				bullet .. "The " .. iconLink(ils.auras) .. " of the " .. iconLink(ils.exitGateSwitches) .. " are revealed to you within " .. bclr(2, "128 metres") .. dot ..
				bullet .. "When opening an Exit Gate, your Aura is revealed to all other Survivors within " .. bclr(6, "128 metres") .. dot ..
				bullet .. "You open Exit Gates #pl(1) faster." .. nlp ..
				quote("Ok, look. If we survive the next 24 hours, then I'll take you out on a real date.", "Quentin Smith")
			}
		}
	},
	{ -- Pharmacy
		id = 94,
		desc = {
			{
				"You have a knack for finding medicine." .. nlp ..
				"Whenever you are in the " .. iconLink(ils.injuredState) .. ", #pn activates:" ..
				bullet .. b("Increases") .. " the Unlocking speed of " .. iconLink(ils.chests) .. " by #pl(1)." ..
				bullet .. b("Reduces") .. " the Hearing range of noises related to Unlocking by " .. bclr(2, "-8 metres") .. dot ..
				bullet .. b("Guarantees") .. " an " .. iconLink(ils.emergencyMedKit) .. " when unlocking a " .. iconLink(ils.chest) .. dot .. nlp ..
				quote("Adrenaline, it is going to keep us awake. I stole it from one of the Nurse's carts.", "Quentin Smith")
			}
		}
	},
	{ -- Vigil
		id = 95,
		desc = {
			{
				"You look over your friends even in dire situations." .. nlp ..
				bullet .. b("Increases") .. " your Recovery rate from the " .. state(ils.blindness) .. comma .. state(ils.broken) .. comma .. state(ils.exhaustion) .. comma .. state(ils.exposed) .. comma .. state(ils.haemorrhage) .. comma .. state(ils.hindered) .. ", and " .. lastState(ils.oblivious) .. " by #pl(1)." .. 
				bullet .. "This effect also applies to all other " .. iconLink(ils.survivors) .. " within " .. bclr(2, "8 metres") .. " of your location and lingers for " .. bclr(6, "15 seconds") .. dot .. nlp ..
				quote("I am gonna be here when you wake up. You are gonna make it.", "Quentin Smith")
			}
		}
	},
	{ -- Hangman's Trick
		id = 96,
		desc = {
			{
				"Wyzwala potencjał odczytywania Aur and your ingenious modifications to " .. iconLink(ils.hooks) .. " alert you of tampering." ..
				bullet .. "Gain a " .. i(link("Loud Noise Notification")) .. " whenever a " .. iconLink(ils.survivor) .. " begins sabotaging a Hook." ..
				bullet .. "While carrying a Survivor, see the " .. iconLink(ils.aura) .. " of any Survivor within #pl(1) of any Hook." .. nlp ..
				quote("No excuses, no equivocations... No crying.", "Amanda Young")
			}
		}
	},
	{ -- Surveillance
		id = 97,
		desc = {
			{
				"Wyzwala potencjał odczytywania Aur." .. brnl ..
				"The " .. iconLink(ils.auras) .. " of regressing " .. iconLink(ils.generators) .. " are highlighted in " .. bclr(2, "white") .. dot .. 
				bullet .. "If the Regression progress is interrupted on a Generator, its Aura will be highlighted in " .. bclr(2, "yellow") .. " for #pl(1)." .. nlp ..
				"#pn increases the audible range of Survivors' Generator-repairing noises by " .. bclr(2, "8 metres") .. dot .. brnl ..
				quote("Are you gonna behave?", "Amanda Young")
			}
		}
	},
	{ -- Make Your Choice
		id = 98,
		desc = {
			{
				"Each time a Survivor is rescued from a Hook when you are at least " .. bclr(2, "32 metres") .. " away, #pn activates:" .. 
				bullet .. "The Rescuer screams and suffers from the " .. soloState(ils.exposed) .. " for the next #pl(1)." .. nlp ..
				"#pn has a cooldown of #pl(2)." .. brnl ..
				quote("You'd be surprised what tools can save a life.", "Amanda Young")
			}
		}
	},
	{ -- Tenacity
		id = 99,
		desc = {
			{
				"There is nothing stopping you." .. nlp ..
				"Your ferocious tenacity in dire situations allow you to benefit from the following effects:" ..
				bullet .. b("Increases") .. " your Crawling speed by #pl(1)." ..
				bullet .. "Grants the ability to crawl and recover at the same time." .. 
				bullet .. b("Reduces") .. " the volume of " .. i("Grunts of Pain") .. " while in the " .. iconLink(ils.dyingState) .. " by " .. bclr(2, "-75 %") .. dot .. nlp ..
				quote("What the hell is this? I'm taking this bastard down!", "Detective David Tapp")
			}
		}
	},
	{ -- Detective's Hunch
		id = 100,
		desc = {
			{
				"Wyzwala potencjał odczytywania Aur." .. brnl ..
				"Each time a Generator is completed, the " .. iconLink(ils.auras) .. " of any " .. iconLink(ils.generators) .. comma .. iconLink(ils.chests) .. ", and " .. iconLink(ils.totems) .. "within #pl(1) are revealed to you for " .. bclr(6, "10 seconds") .. dot ..
				bullet .. "If you are holding a " .. iconLink(ils.maps, ils.maps, ils.map) .. ", any objects revealed by #pn will automatically be tracked by it." .. nlp ..
				quote("Are you able to tell us where you were last night?", "Detective David Tapp")
			}
		}
	},
	{ -- Stake Out
		id = 101,
		desc = {
			{
				"Getting close to the Killer fills you with determination." .. brnl ..
				"Every " .. bclr(2, "15 seconds") .. " you are within the Killer's " .. iconLink(ils.terrorRadius) .. ", while not being chased, #pn gains " .. bclr(6, "1 Token") .. ", up to a maximum of #pl(1)." ..
				bullet .. "When #pn has at least " .. bclr(8, "1 Token") .. comma .. iconLink(ils.goodSkillChecks) .. " consume " .. bclr(4, "1 Token") .. " and are considered Great Skill Checks, granting an additional Progression bonus of " .. bclr(3, "1 %") .. dot ..
				bullet .. "Great Skill Checks do not consume any Tokens." .. nlp ..
				quote("I had you, I had you on your knees. You're runnin' scared because we had you. We're gonna close this case!", "Detective David Tapp")
			}
		}
	},
	{ -- Bamboozle
		id = 102,
		desc = {
			{
				"Performing a Vault action is #pl(1) faster and calls upon The " .. iconLink(ils.entity) .. " to block that Vault location for " ..iconLink(ils.survivors) .. " for #pl(2)." .. brnl ..
				i("Only one Vault location may be blocked this way at any given time.") .. brnl ..
				"#pn does not affect " .. iconLink(ils.pallets) .. dot
			}
		}
	},
	{ -- Coulrophobia
		id = 103,
		desc = {
			{
				"Even those without a fear of clowns know to be terrified of you." .. brnl ..
				"For all Survivors within your " .. iconLink(ils.terrorRadius) .. ", the following effects apply:" ..
				bullet .. b("Reduces") .. " the Healing speed by #pl(1)." ..
				bullet .. b("Increases") .. " the Rotation speed of Healing " .. iconLink(ils.skillChecks) .. " by " .. bclr(2, "+50 %")
				
			}
		}
	},
	{ -- Pop Goes the Weasel
		id = 104,
		desc = {
			{
				"A deep bond with The " .. iconLink(ils.entity) .. " unlocks great strength." .. brnl ..
				"After hooking a " .. iconLink(ils.survivor) .. ", #pn activates for the next #pl(1):" ..
				bullet .. "The next " ..iconLink(ils.generator) .. " you damage instantly loses " .. bclr(2, "-20 %") .. " of its current Progression." ..
				bullet .. "Regular Generator Regression applies afterwards and #pn deactivates."
			}
		}
	},
	{ -- Dance With Me
		id = 105,
		desc = {
			{
				"When performing a " .. b("rushed") .. " action to vault a " .. iconLink(ils.window) .. comma .. iconLink(ils.pallet) .. ", or leave a " .. iconLink(ils.locker) .. ", you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next " .. bclr(2, "3 seconds") .. dot .. brnl ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("Another show's off and runnin'," .. br .. "Dance with me, cuz there's a storm a commin'" .. br .. "Follow my boots, try to keep up,".. br .."Dance with me, until sun up.", "Kate Denson's " .. '"' .. "Dance with Me" .. '"')
			}
		}
	},
	{ -- Windows of Opportunity
		id = 106,
		desc = {
			{
				"Wyzwala potencjał odczytywania Aur." .. brnl ..
				"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.breakableWalls) .. comma .. iconLink(ils.pallets) .. ", and " .. iconLink(ils.windows) .. " are revealed to you within #pl(1)." .. brnl ..
				quote("Rise and shine, work hard, carve out your name,".. br .."Take aim, pull the trigger, hit the bulls eye for fame,".. br .."Know the value of faith, an' family, and don't you complain,".. br .."Open wide, your windows of opportunity", "Kate Denson's " .. '"' .. "Windows of Opportunity" .. '"')
			}
		}
	},
	{ -- Boil Over
		id = 107,
		desc = {
			{
				"You are a battler and do everything to escape a foe's grasp." .. nlp ..
				"While being carried by the " .. iconLink(ils.killer) .. ", the following effects apply:" ..
				bullet .. b("Increases") .. " the intensity of the " .. i("Struggle Effects") .. " on the Killer from your " .. i("Wiggling") .. " by #pl(1)." ..
				bullet .. b("Obscures") .. " the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.hooks) .. " from the Killer's Aura-reading abilities within " .. bclr(2, "16 metres") .. dot ..
				bullet .. b("Fills") .. " your " .. i("Wiggle Meter") .. " by " .. bclr(6, "33 %") .. " of your current Wiggle progression upon landing, when the Killer drops from great heights." .. nlp ..
				quote("Buck and Wild,".. br .."Swing to be free,".. br .."Your hands just can't keep ahold of me.", "Kate Denson's " .. '"' .. "Boil Over" .. '"')
			}
		}
	},
	{ -- Spirit Fury
		id = 108,
		desc = {
			{
				"Each Pallet you break magnifies the wrath of The Entity." .. brnl ..
				"After breaking #pl(1), the next time you are stunned by a " .. iconLink(ils.pallet) .. ", The " .. iconLink(ils.entity) .. " will instantly break it." ..
				bullet .. "You still suffer from the Stun penalty." .. nlp ..
				quote("Fury is her blood.")
			}
		}
	},
	{ -- Hex: Haunted Ground
		id = 109,
		desc = {
			{
				"Two trapped " .. iconLink(ils.hexTotems) .. " will spawn in the Trial Grounds." ..
				bullet .. "When either Hex Totem is cleansed or blessed, all " .. iconLink(ils.survivors) .. " suffer from the " .. soloState(ils.exposed) .. " for #pl(1)." ..
				bullet .. "The second Hex Totem will immediately turn into a Dull Totem." .. nlp ..
				quote("Her home become profane.")
			}
		}
	},
	{ -- Rancor
		id = 110,
		desc = {
			{
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"Each time a " .. iconLink(ils.generator) .. " is completed:" ..
				bullet .. "Your " .. iconLink(ils.aura) .. " is revealed to the " .. state(ils.obsession) .. " for #pl(1)." ..
				bullet .. "All Survivors' locations are revealed to you for " .. bclr(2, "3 seconds") .. dot .. nlp ..
				"Once all Generators are completed:" ..
				bullet .. "The " .. i(b("Obsession")) .. " suffers from a permanent " .. soloState(ils.exposed) .. dot .. 
				bullet .. "You are granted the ability to kill the " .. i(b("Obsession")) .. " by your own hand." .. nlp ..
				i("You can only be " .. b("obsessed") .. " with one Survivor at a time.")
			}
		}
	},
	{ -- Diversion
		id = 111,
		desc = {
			{
				"Activate-able Perk." .. nlp ..
				"Standing within the Killer's " .. iconLink(ils.terrorRadius) .. " while not in a Chase for #pl(1) activates #pn." .. brnl ..
				"Once #pn is activated, press the " .. i("Active Ability button") .. " while crouched and motionless to throw a pebble, creating a distraction for the Killer at a distance of " .. bclr(2, "20 metres") .. dot .. brnl ..
				"The distraction consists of the following:" ..
				bullet .. "A " .. i(link("Loud Noise Notification")) .. dot ..
				bullet .. iconLink(ils.scratchMarks) .. nlp ..
				i("Diversion's") .. " timer resets once the ability has been activated." .. brnl ..
				quote("There's what is easy and then there's what is right. If you confuse the two, there's no telling what you become.", "Adam Francis")
			}
		}
	},
	{ -- Deliverance
		id = 112,
		desc = {
			{
				"After performing a Safe Hook Rescue on another Survivor, #pn activates:" .. 
				bullet .. "Your Self-Unhook attempts will succeed " .. bclr(2, "100 %") .. " of the time." .. nlp ..
				"#pn causes the " .. soloState(ils.broken) .. " for #pl(1) after unhooking yourself." .. brnl ..
				quote("I was raised by a strict man who taught me how to make the best of a bad situation.", "Adam Francis")
			}
		}
	},
	{ -- Autodidact
		id = 113,
		desc = {
			{
				"You start the  Trial with a " .. bclr(2, "-25 %") .. " Progression penalty for " .. iconLink(ils.skillChecks) .. " to heal " .. iconLink(ils.survivors) .. dot .. brnl ..
				"For every successful Skill Check completed while healing a Survivor, #pn gains " .. bclr(2, "1 Token") .. " up to a maximum of #pl(1)." .. 
				bullet .. "Each Token grants a " .. bclr(8, "+15 %") .. " bonus Progression for a successful Skill Check while healing Survivors." ..
				bullet .. "Great Skill Checks cannot be performed while using #pn." .. nlp ..
				"#pn is not active when using a " .. iconLink(ils.medKit) .. " to heal." .. brnl ..
				quote("There's no limit to what you can achieve, as long as you back with hard work.", "Adam Francis")
			}
		}
	},
	{ -- Discordance
		id = 114,
		desc = {
			{
				"Any " .. iconLink(ils.generator) .. " within a range of #pl(1) that is being repaired by " .. bclr(2, "2 or more Survivors") .. " is marked by a " .. bclr(2, "yellow") .. space .. iconLink(ils.aura) .. dot ..
				bullet .. "When the Generator is first highlighted, #pn triggers a " .. i(link("Loud Noise Notification")) .. " on the Generator." ..
				bullet .. "After the Generator is no longer within range or is being repaired by just " .. bclr(6, "1 Survivor") .. ", the highlighted Aura will linger for another " .. bclr(8, "4 seconds") .. dot .. nlp ..
				quote("Smartasses get killed. We always see to that.", "The Legion")
			}
		}
	},
	{ -- Mad Grit
		id = 115,
		desc = {
			{
				"While carrying a Survivor, you suffer no cool-down on missed attacks." .. 
				bullet .. "Successfully hitting a Survivor will pause the carried Survivor's Wiggling Progression for #pl(1)." .. nlp ..
				quote("There's no getting out of this now. We're too good at it.", "The Legion")
			}
		}
	},
	{ -- Iron Maiden
		id = 116,
		desc = {
			{
				"You open " .. iconLink(ils.lockers) .. " #pl(1) faster." .. brnl ..
				"Survivors who exit Lockers will scream and suffer from the " .. soloState(ils.exposed) .. " for " .. bclr(2, "30 seconds") .. " and their location is revealed to you for " .. bclr(6, "4 seconds") .. dot .. brnl ..
				quote("This is no place for cowards.", "The Legion")
			}
		}
	},
	{ -- Breakdown
		id = 117,
		desc = {
			{
				"Each time you are unhooked or unhook yourself, the " .. iconLink(ils.hook) .. " breaks and the Killer's " .. iconLink(ils.aura) .. " is revealed to you for #pl(1)." ..
				bullet .. "A Hook broken by #pn takes " .. bclr(2, "180 seconds") .. " to respawn." .. nlp ..
				quote("Charge from the Belly of the Beast." .. br .. "Here's a sketch/painting on a piece of wood I saw by the side of this road. I felt like it got a story to tell. And it didn't waste its second chance.", "Jeff, ink and oil wash on slice of wood, 12x16")
			}
		}
	},
	{ -- Aftercare
		id = 118,
		desc = {
			{
				"Wyzwala potencjał odczytywania Aur." .. brnl ..
				"You see the " .. iconLink(ils.aura) .. " of the last #pl(1):" ..
				bullet .. "You have rescued from a " .. iconLink(ils.hook) .. ", or who have rescued you from a Hook." ..
				bullet .. "You have completed a Healing action on, or who have completed a Healing action on you." ..
				bullet .. "They also see your Aura." .. nlp ..
				"All effects of #pn are reset upon being hooked by the " .. iconLink(ils.killer) .. dot .. brnl ..
				quote("A Mercy that Rips the Storm." .. br .. "Oil work to honour my best buddies who happen to be the best musicians I know. Their first album is still my favourite. It got me through a dark time in my life.", "Jeff, oil on canvas, 16x16")
			}
		}
	},
	{ -- Distortion
		id = 119,
		desc = {
			{
				"You start the trial with " .. bclr(2, "3 Tokens") .. dot .. brnl ..
				"Whenever the " .. iconLink(ils.killer) .. " attempts to read your " .. iconLink(ils.aura) .. ", #pn activates and " .. bclr(6, "1 Token") .. " is consumed:" .. 
				bullet .. "Your Aura will not be shown to the Killer and you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next #pl(1)." .. nlp ..
				"Every " .. bclr(8, "30 seconds") .. " you are within the Killer's " .. iconLink(ils.terrorRadius) .. ", #pn gains back " .. bclr(4, "1 Token") .. dot .. nlp ..
				"#pn does not activate when you are in the " .. iconLink(ils.dyingState) .. dot .. nlp ..
				"#pn cannot accumulate more Tokens than its initial count." .. nlp ..
				quote("Death Fooled by the Cloak of Falcon Feathers." .. br .. "Sketch inspired by a few sleepless nights during winter. Exploration of Norse mythology: bravery can conceal your flaws, even when you are at your most vulnerable.", "Jeff, pencil on tone paper, 12x12")
			}
		}
	},
	{ -- Corrupt Intervention
		id = 120,
		desc = {
			{
				"Your prayers invoke a dark power that meddles with the Survivors' chances of survival." ..
				bullet .. "At the start of the Trial, the " .. bclr(2, "3 Generators") .. " located farthest from you are blocked by The " .. iconLink(ils.entity) .. " for #pl(1)." .. nlp ..
				"#pn deactivates prematurely once the first Survivor is put into the " .. iconLink(ils.dyingState) .. nlp ..
				quote("It shall be known across the land that the Gods curse the unfaithful.", "(The Tablet of Adiris, 3.7)")
			}
		}
	},
	{ -- Infectious Fright
		id = 121,
		desc = {
			{
				"The cries of the unfaithful make your heart leap." .. brnl ..
				"Whenever a Survivor is put into the " .. iconLink(ils.dyingState) .. " by any means, all other Survivors within your " .. iconLink(ils.terrorRadius) .. " will scream and reveal their current location to you for #pl(1)." .. brnl ..
				quote("Horror overcomes the heart of infidels who cry at the feet of the fallen.", "(Hymn of Praise, 11.4)")
			}
		}
	},
	{ -- Dark Devotion
		id = 122,
		desc = {
			{
				"The display of your Powers creates a whirlwind of panic that spreads throughout the land." .. brnl ..
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. nlp ..
				"Whenever the " .. state(ils.obsession) .. " loses a " .. iconLink(ils.healthState) .. " by any means and thus enters the " .. iconLink(ils.injuredState) .. ", #pn activates:" ..
				bullet .. "Your " .. iconLink(ils.terrorRadius) .. " transfers to the " .. i(b("Obsession")) .. " for #pl(1), and its radius is set to " .. bclr(2, "32 metres") .. dot ..
				bullet .. "Grants the " .. soloState(ils.undetectable) .. " for the same duration." .. nlp ..
				"The " .. i(b("Obsession")) .. " with your transferred Terror Radius is also considered to be 'inside the Terror Radius' for other purposes." .. nlp ..
				perkStrings.obsPerkKiller .. nlp ..
				quote("And terror shall take hold of a defiant non-believer, who shall falsely announce my arrival.", "(The Tablet of Adiris, 48.9)")
			}
		}
	},
	{ -- Solidarity
		id = 123,
		desc = {
			{
				"Sharing painful experiences has the power to heal." .. brnl ..
				"When injured, healing another " .. iconLink(ils.survivor) .. " without using a " .. iconLink(ils.medKit) .. " also heals you with a Conversion rate of #pl(1)." .. brnl ..
				quote("Showing up when things get rough, listening to people's problems, and supporting those in need; that's how you become stronger, that's how you grow.", "Jane Romero")
			}
		}
	},
	{ -- Poised
		id = 124,
		desc = {
			{
				"Achieving goals boosts your confidence." .. brnl ..
				"After a " .. iconLink(ils.generator) .. " is completed, you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next #pl(1)." .. brnl ..
				quote("Ok, stay calm. Don't overthink it and just keep moving forward: you got this.", "Jane Romero")
			}
		}
	},
	{ -- Head On
		id = 125,
		desc = {
			{
				"When your mind is set, there better be no one standing in your way." .. nlp ..
				"While standing in a " .. b(iconLink(ils.locker)) .. " for " .. bclr(2, "3 seconds") .. ", #pn activates:" ..
				bullet .. "When performing a " .. b("rushed") .. " action to leave a Locker, stun the Killer for " .. bclr(6, "3 seconds") .. " if they are within range." .. nlp ..
				"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. nlp ..
				"#pn cannot be used when " .. i(b("Exhausted")) .. " or when you have accrued " .. iconLink(ils.idleCrows) .. dot .. nlp ..
				quote("People are remembered for the challenges they overcome. You can run away and forget what you're capable of or you can face your fears and remind the world of who you are.", "Jane Romero")
			}
		}
	},
	{ -- Flip-Flop
		id = 126,
		desc = {
			{
				"You have an uncanny ability to escape the inevitable." .. brnl ..
				"While in the " .. iconLink(ils.dyingState) .. comma .. space .. bclr(2, "50 %") .. " of your Recovery progression is converted into Wiggling progression, up to a maximum of #pl(1), once you are picked up by the " .. iconLink(ils.killer) .. dot .. brnl ..
				quote("Catch ya on the flip-flop.", "Ash Williams")
			}
		}
	},
	{ -- Buckle Up
		id = 127,
		desc = {
			{
				"Wyzwala potencjał odczytywania Aur." .. nlp ..
				bullet .. "You can determine the Recovery progress of dying " .. iconLink(ils.survivors) .. " by the intensity of their " .. iconLink(ils.aura) .. " at a distance of " .. bclr(2, "48 metres") .. " away." ..
				bullet .. "When healing another Survivor from the " .. iconLink(ils.dyingState) .. " to the " .. iconLink(ils.injuredState) .. ", the Killer's Aura is revealed to the both of you for #pl(1)." .. nlp ..
				quote("Ghost beaters never leave a man behind.", "Ash Williams")
			}
		}
	},
	{ -- Mettle of Man
		id = 128,
		desc = {
			{
				"Evil has a way of always finding you." .. nlp ..
				"After triggering your " .. bclr(2, "second") .. space .. i(link("Protection Hit")) .. ", #pn activates:" ..
				list(
					"Grants the " .. soloState(ils.endurance) .. dot,
					nbullet .. "This effect is cancelled prematurely if you perform a " .. i("Conspicuous Action") .. dot,
					"As long as you have " .. b(i("Endurance")) .. ", your " .. iconLink(ils.aura) .. " is revealed to the " .. iconLink(ils.killer) .. " whenever you are farther than #pl(1) from them.") .. nlp ..
				"#pn deactivates once " .. b(i("Endurance")) .. " is lost." .. nlp ..
				perkStrings.obsPerkOddsPlus .. nlp ..
				perkStrings.obsPerkSurvivor .. nlp ..
				quote("Evil has a bullseye on my back the size of Tiger Stadium.", "Ash Williams")
				
			}
		}
	},
	{ -- I'm All Ears
		id = 129,
		desc = {
			{
				"Wyzwala potencjał odczytywania Aur, sharpening your keen senses in the dark Realm of The " .. iconLink(ils.entity) .. dot .. brnl ..
				"Any " .. iconLink(ils.survivor) .. " performing a " .. b("rushed") .. " action within " .. bclr(2, "48 metres") .. " of your location has their " .. iconLink(ils.aura) .. " revealed to you for " .. bclr(6, "6 seconds") .. dot .. brnl ..
				"#pn can only be triggered once every #pl(1)." .. brnl ..
				quote("There is no need to worry. I've been preparing my whole life for this.", "The Ghost Face")
			}
		}
	},
	{ -- Thrilling Tremors
		id = 130,
		desc = {
			{
				"Your dark designs and shrewd composure rouse The " .. iconLink(ils.entity) .. dot .. brnl ..
				"After picking up a " .. iconLink(ils.survivor) .. ", all " .. iconLink(ils.generators) .. " not currently being repaired by Survivors are blocked by The Entity for the next " .. bclr(2, "16 seconds") .. dot ..
				bullet .. "The " .. iconLink(ils.auras) .. " of blocked Generators are highlighted to you in " .. bclr(16, "white") .. dot .. nlp ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("The night assists me and it's endless here.", "The Ghost Face")
			}
		}
	},
	{ -- Furtive Chase
		id = 131,
		desc = {
			{
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"You lurk in the shadows, eliminating your victims one by one." .. brnl ..
				"Each time you hook your " .. state(ils.obsession) .. ", you gain " .. bclr(2, "1 Token") .. ", up to a maximum of #pl(1):" ..
				bullet .. "While in a Chase, your " .. iconLink(ils.terrorRadius) .. " is reduced by " .. bclr(6, "4 metres") .. " per accumulated Token." ..
				bullet .. "When a Survivor rescues the " .. i(b("Obsession")) .. " from the Hook, that Survivor will become the new " .. i(b("Obsession")) .. dot .. nlp ..
				perkStrings.obsPerkKiller .. brnl ..
				quote("You have no idea what I have planned for you. It'll be in the news for weeks. I'll make sure of that.", "The Ghost Face")
			}
		}
	},
	{ -- Surge
		id = 132,
		desc = {
			{
				"Your eerie presence charges the air and interferes with technology." .. brnl ..
				"When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. " with your " .. i(link("Basic Attack")) .. ", all " .. iconLink(ils.generators) .. " within " .. bclr(2, "32 metres") .. " of you instantly explode and start regressing." ..
				bullet .. "Applies an immediate " .. bclr(6, "8 %") .. " Progression penalty." .. nlp ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("The creature appears to have some unknown influence over electricity and nearby electronics.", "Hawkins National Laboratory")
			}
		}
	},
	{ -- Mindbreaker
		id = 133,
		desc = {
			{
				"Your distressing presence drains and weakens your prey." .. brnl ..
				"Whenever a " .. iconLink(ils.survivor) .. " is repairing a " .. iconLink(ils.generator) .. ", they suffer from the " .. soloState(ils.exhausted) .. dot ..
				bullet .. "If the Survivor is already " .. i(b("Exhausted")) .. ", their " .. b(perkStrings.statusEffect) .. "'s timer will be paused." ..
				bullet .. "The " .. b(perkStrings.statusEffect) .. " lingers for #pl(1) after the Survivor stops repairing." .. nlp ..
				quote("The specimen's apparent telepathic ability can evoke feelings of dread and fatigue in nearby individuals.", "Hawkins National Laboratory")
			}
		}
	},
	{ -- Cruel Limits
		id = 134,
		desc = {
			{
				"Your ties to the otherworldly manifest when your prey attempts to get away." .. brnl ..
				"Whenever a " .. iconLink(ils.generator) .. " is completed, all " .. iconLink(ils.windows) .. " and Vault locations within " .. bclr(2, "32 metres") .. " of it become blocked for all Survivors for the next #pl(1)." ..
				bullet .. "The " .. iconLink(ils.auras) .. " of the blocked Vault locations are revealed to you for the duration." .. nlp ..
				quote("The specimen seems to be able to affect the state of nearby objects, as if they existed in some other form within a dimension alternate to our own.", "Hawkins National Laboratory")
			}
		}
	},
	{ -- Better Together
		id = 135,
		desc = {
			{
				"You seek justice and uncover the truth no matter what obstacle stands in your way." .. brnl ..
				"While repairing a " .. iconLink(ils.generator) .. ", its " .. iconLink(ils.aura) .. " is revealed in " .. bclr(2, "yellow") .. " to all other Survivors located within " .. bclr(2, "32 metres") .. dot .. brnl ..
				"If the " .. iconLink(ils.killer) .. " downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for #pl(1)." .. brnl ..
				quote("Let's burn that lab to the ground.", "Nancy Wheeler")
			}
		}
	},
	{ -- Fixated
		id = 136,
		desc = {
			{
				"When you have a goal in mind, there is no turning back; better to ask forgiveness than permission." .. brnl ..
				"You walk #pl(1) faster and can see your own " .. iconLink(ils.scratchMarks) .. dot .. brnl ..
				quote("I wanna finish what we started. I want to kill it.", "Nancy Wheeler")
			}
		}
	},
	{ -- Inner Strength
		id = 137,
		desc = {
			{
				"You look inwards and trust your instincts when you feel lost and alone." .. brnl ..
				"Each time you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
				bullet .. "You are automatically healed " .. bclr(2, "1 Health State") .. " when hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while injured or suffering from the " .. soloState(ils.deepWound) .. dot .. nlp ..
				"#pn does not activate if you currently suffer from the " .. soloState(ils.broken) .. dot .. brnl ..
				quote("All this time I've been trying so hard to pretend like everything's fine, but it's not.", "Nancy Wheeler")
			}
		}
	},
	{ -- Babysitter
		id = 138,
		desc = {
			{
				"While you have a reputation for being self-centred, you risk it all to help those in need." .. brnl ..
				"When you unhook a " .. iconLink(ils.survivor) .. ", the rescued Survivor will leave neither " .. iconLink(ils.scratchMarks) .. " nor " .. iconLink(ils.poolsOfBlood) .. " for the next #pl(1)." ..
				bullet .. "Both you and the " .. iconLink(ils.killer) .. " see each other's " .. iconLink(ils.aura) .. " for " .. bclr(6, "4 seconds") .. dot .. nlp ..
				quote("I promised to keep you shitheads safe, and that's exactly what I plan on doing.", "Steve Harrington")
			}
		}
	},
	{ -- Camaraderie
		id = 139,
		desc = {
			{
				"Life has taught you the importance of friendship which has given you strength." .. brnl ..
				"While you are on the " .. iconLink(ils.hook) .. " in the " .. i("Struggle Phase") .. ", #pn activates:" ..
				bullet .. "If another " .. iconLink(ils.survivor) .. " is within " .. bclr(2, "16 metres") .. " of your Hook while #pn is active, the " .. i("Struggle Phase") .. " timer is paused for #pl(1)." .. nlp ..
				quote("So, remember once you get in there... pretend like you don't care. There you go, you're learning my friend. You're learning.", "Steve Harrington")
			}
		}
	},
	{ -- Second Wind
		id = 140,
		desc = {
			{
				"You have learnt to avoid awkward situations with parents." .. brnl .. "Part of you still thinks your best option is to run away and hope things will take care of themselves." .. brnl ..
				"When you heal another " .. iconLink(ils.survivor) .. " for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. ", #pn activates:" ..
				bullet .. "The next time you are unhooked or unhook yourself, you suffer from the " .. soloState(ils.broken) .. " until #pn deactivates." ..
				bullet .. "You are automatically healed " .. bclr(6, "1 Health State") .. " after #pl(1)." .. nlp ..
				"While #pn is active, the following conditions will deactivate it:" .. 
				bullet .. "Successfully being healed by #pn." ..
				bullet .. "Being put into the " .. iconLink(ils.dyingState) .. " before the timer elapses." .. nlp ..
				"#pn does not activate if you already suffer from the " .. i(b("Broken")) .. space .. b(perkStrings.statusEffect) .. dot .. brnl ..
				quote("Yeah, that's a no.", "Steve Harrington")
			}
		}
	},
	{ -- Zanshin Tactics
		id = 141,
		desc = {
			{
				"Wyzwala potencjał odczytywania Aur." .. brnl .. "You are mentally alert and aware of key points on the battlefield." .. brnl ..
				"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.breakableWalls) .. comma .. iconLink(ils.pallets) .. comma .. "and " .. iconLink(ils.windows) .. " are revealed to you within #pl(1)." .. brnl ..
				quote("Within your enemy's strength is weakness.", "Renjiro's Doctrine 12:5")
			}
		}
	},
	{ -- Blood Echo
		id = 142,
		desc = {
			{
				"The agony of one is inflicted onto others." .. nlp ..
				bullet .. "When hooking a " .. iconLink(ils.survivor) .. ", all other Injured Survivors suffer from the " .. state(ils.haemorrhage) .. " and " .. lastState(ils.exhausted) .. " for " .. bclr(2, "45 seconds") .. dot .. nlp ..
				"#pn can only be triggered once every #pl(1)." .. nlp ..
				quote("Attack an enemy with precision and their allies will feel it.", "Renjiro's Doctrine 6:3")
			}
		}
	},
	{ -- Nemesis
		id = 143,
		desc = {
			{
				"You seek retribution on those who have wronged you." .. nlp ..
				list("Any Survivor who blinds or stuns you becomes the " .. state(ils.obsession) .. dot,
					"Anytime your " .. state(ils.obsession) .. " switches to another " .. iconLink(ils.survivor) .. " by any means, that Survivor then suffers from the " .. soloState(ils.oblivious) .. " for #pl(1) and their " .. iconLink(ils.aura) .. " is revealed to you for " .. bclr(2, "4 seconds") .. dot) .. nlp ..
				perkStrings.obsPerkKiller .. nlp ..
				quote("Only a fool would spit in a demon's face and declare victory.", "Renjiro's Doctrine 4:9")
			}
		}
	},
	{ -- Lucky Break
		id = 144,
		desc = {
			{
				"You have had your share of scrapes and bruises, but luck is always on your side." .. nlp ..
				"Whenever you are in the " .. iconLink(ils.injuredState) .. ", #pn activates:" ..
				bullet .. b("Suppresses") .. " your " .. iconLink(ils.poolsOfBlood) .. " and " .. iconLink(ils.scratchMarks) .. " for a maximum of #pl(1), after which #pn deactivates." .. nlp ..
				"Each " .. bclr(2, "1 second") .. " spent healing another Survivor recharges #pn by " .. bclr(6, "1 second") .. " up to its maximum Effect duration." .. nlp ..
				"#pn also deactivates whenever you are " .. iconLink(ils.healthy) .. " or in the " .. iconLink(ils.dyingState) .. dot .. nlp ..
				quote("That's not enough to beat me.<br>Not even close.", "Yui Kimura")
			}
		}
	},
	{ -- Any Means Necessary
		id = 145,
		desc = {
			{
				"You stand up for yourself, using whatever's on hand to gain an advantage." .. brnl ..
				"You see the " .. iconLink(ils.auras) .. " of dropped " .. iconLink(ils.pallets) .. dot .. brnl ..
				"Press and hold the " .. i("Active Ability button") .. " for " .. bclr(2, "4 seconds") .. " while standing beside a dropped Pallet to reset it to its upright position." .. brnl ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("I'll hit you with everything I've got. Then I'll do it again.", "Yui Kimura")
			}
		}
	},
	{ -- Breakout
		id = 146,
		desc = {
			{
				"You kick into high gear when someone is in trouble, inspiring them to overcome any obstacle." .. brnl ..
				"When within " .. bclr(2, "6 metres") .. " of a carried " .. iconLink(ils.survivor) .. ", you gain the " .. soloState(ils.haste) .. ", moving at an increased speed of #pl(1)." ..
				bullet .. "The carried Survivor's Wiggling speed is increased by " .. bclr(6, "20 %") .. dot .. nlp ..
				quote("Come, we're going to rip our way out of this.", "Yui Kimura")
			}
		}
	},
	{ -- Gearhead
		id = 147,
		desc = {
			{
				"You have got an ear for well-oiled gears." .. nlp ..
				"After a Survivor loses a " .. iconLink(ils.healthState) .. ", #pn activates:" ..
				bullet .. "While #pn is active, a " .. iconLink(ils.survivor) .. " succeeding a " .. iconLink(ils.greatSkillCheck) .. " while repairing reveals their " .. iconLink(ils.aura) .. " to you for #pl(1), after which #pn deactivates." .. nlp ..
				quote("Sometimes a man's best work is what puts him in the grave.", "The Prison Warden")
			}
		}
	},
	{ -- Dead Man's Switch
		id = 148,
		desc = {
			{
				"After hooking a " .. state(ils.survivor) .. ", #pn activates for the next #pl(1):" ..
				bullet .. "While activated, any " .. iconLink(ils.survivor) .. " that stops repairing a " .. iconLink(ils.generator) .. " before it is fully repaired causes The " .. iconLink(ils.entity) .. " to block the Generator until #pn's effect ends." ..
				bullet .. "Affected Generators are highlighted by a " .. bclr(16, "white") .. space .. iconLink(ils.aura) .. dot .. nlp ..
				quote("I've seen the look on a man's face when he realises he's going to die.", "Caleb Quinn")
			}
		}
	},
	{ -- Hex: Retribution
		id = 149,
		desc = {
			{
				"A Hex that lashes out upon its destruction." .. brnl .. "Those who cross you will be punished." .. nlp ..
				bullet .. "Survivors cleansing or blessing any " .. iconLink(ils.totem) .. " suffer from the " .. soloState(ils.oblivious) .. " for #pl(1)." .. 
				bullet .. "After cleansing or blessing a " .. iconLink(ils.hexTotem) .. ", the " .. iconLink(ils.auras) .. " of all Survivors are revealed to you for " .. bclr(2, "15 seconds") .. dot .. nlp ..
				perkStrings.hexPerk .. nlp ..
				quote("Bloody fool, you pulled the trigger on yourself.", "Caleb Quinn")
			}
		}
	},
	{ -- Off the Record
		id = 150,
		desc = {
			{
				"You have learnt that a quiet approach is sometimes best." .. nlp ..
				"After being unhooked or unhooking yourself, #pn activates for the next #pl(1):" ..
				list(
					b("Prevents") .. " your " .. iconLink(ils.aura) .. " from being revealed to the " .. iconLink(ils.killer) .. ", if they attempt to read it.",
					b("Suppresses ") .. i("Grunts of Pain") .. " when injured.",
					"Grants the " .. soloState(ils.endurance) .. dot,
					nbullet .. "This effect is cancelled prematurely if you perform a " .. i("Conspicuous Action") .. dot) .. nlp ..
				    "#pn deactivates once the " .. iconLink(ils.exitGates) .. " are powered." .. nlp ..
				quote("Trust me, I investigate thoroughly and discreetly.", "Zarina Kassir")
			}
		}
	},
	{ -- Red Herring
		id = 151,
		desc = {
			{
				"You have noticed that people pay attention to whatever makes the loudest noise." .. brnl ..
				"After repairing a " .. iconLink(ils.generator) .. " for at least " .. bclr(2, "3 seconds") .. ", its " .. iconLink(ils.aura) .. " is highlighted to you in " .. bclr(2, "yellow") .. dot .. 
				bullet .. "The Generator stays highlighted until it is either fully repaired, you start repairing another Generator, or enter a " .. iconLink(ils.locker) .. dot ..
				bullet .. "Entering a Locker will trigger a " .. i(link("Loud Noise Notification")) .. " for the Killer at the highlighted Generator's location." .. nlp ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("The news edit out what is burdensome and complex. which is the truth.", "Zarina Kassir")
			}
		}
	},
	{ -- For the People
		id = 152,
		desc = {
			{
				"You risk life and injury for others." .. brnl .. 
				"#pn is only active while at full health." ..
				bullet .. "Press the " .. i("Active Ability button") .. " while healing another Survivor without a " .. iconLink(ils.medKit) .. " to instantly heal them " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. dot ..
				bullet .. "You become the " .. state(ils.obsession) .. dot .. nlp ..
				"#pn causes the " .. soloState(ils.broken) .. " for #pl(1) after using it." .. brnl ..
				perkStrings.obsPerkOddsMinus .. brnl ..
				perkStrings.obsPerkSurvivor .. brnl ..
				quote("We can write our own story and decide how it really ends.", "Zarina Kassir")
			}
		}
	},
	{ -- Forced Penance
		id = 153,
		desc = {
			{
				"Those who stand in the way of duty will suffer harsh judgement." .. brnl ..
				"Survivors who take a " .. i(link("Protection Hit")) .. " suffer from the " .. soloState(ils.broken) .. " for the next #pl(1)."
			}
		}
	},
	{ -- Trail of Torment
		id = 154,
		desc = {
			{
				"You guide your victims along a path of pain and punishment." .. brnl ..
				"After damaging a " .. iconLink(ils.generator) .. ", you are granted the " .. soloState(ils.undetectable) .. " until that Generator stops regressing or you damage a Survivor by any means." .. 
				bullet .. "The " .. iconLink(ils.aura) .. " of that Generator is revealed to all Survivors in " .. bclr(2, "yellow") .. dot .. nlp ..
				"#pn has a cool-down of #pl(1)."
			}
		}
	},
	{ -- Deathbound
		id = 155,
		desc = {
			{
				"Those whose lives are intertwined in darkness are destined to suffer together." .. brnl ..
				"When a Survivor heals another Survivor for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. " at least " .. bclr(6, "32 metres") .. " away from you, that Survivor will scream, revealing their location and activating #pn:" ..
				bullet .. "For the next " .. bclr(8, "60 seconds") .. ", that Survivor suffers from the " .. soloState(ils.oblivious) .. " when farther than #pl(1) away from the healed Survivor."
			}
		}
	},
	{ -- Soul Guard
		id = 156,
		desc = {
			{
				"You have been through immense hardship and you're stronger for it." .. brnl ..
				"After being healed from or having recovered from the " .. iconLink(ils.dyingState) .. ", #pn grants you the " .. soloState(ils.endurance) .. " for the next #pl(1)." ..
				bullet .. "Any damage taken that would put you into the Dying State will instead trigger the " .. soloState(ils.deepWound) .. ", after which you have " .. bclr(2, "20 seconds") .. " to Mend yourself." ..
				bullet .. "Taking any damage while under the effect of " .. i(b("Deep Wound")) .. " or if its timer runs out will put you into the Dying State." .. nlp ..
				"#pn allows you to completely recover from the Dying State when you are affected by the " .. soloState(ils.cursed) .. dot .. brnl ..
				"#pn has a cool-down of " .. bclr(6, "30 seconds") .. dot
			}
		}
	},
	{ -- Blood Pact
		id = 157,
		desc = {
			{
				"It is as if a latent part of yourself has awakened." .. brnl .. "You feel like you can reach out beyond yourself for assistance." .. nlp ..
				"When you or the " .. state(ils.obsession) .. " are injured, you both see each other's " .. iconLink(ils.auras) .. dot ..
				bullet .. "After healing the " .. i(b("Obsession")) .. " or being healed by the " .. i(b("Obsession")) .. ", you both gain the " .. soloState(ils.haste) .. ", moving at an increased speed of #pl(1) until you are no longer within " .. bclr(2, "16 metres") .. " of each other." ..
				bullet .. "If you are the " .. i(b("Obsession")) .. ", #pn deactivates." .. nlp ..
				perkStrings.obsPerkOddsMinus .. nlp ..
				perkStrings.obsPerkSurvivor
			}
		}
	},
	{ -- Repressed Alliance
		id = 158,
		desc = {
			{
				"You are accustomed to being hunted by malicious forces, and you have begun using it to your advantage." .. nlp ..
				"After repairing " .. iconLink(ils.generators) .. " for a total of #pl(1), #pn activates:" ..
				bullet .. "Press the " .. i("Active Ability button") .. " to call upon The " .. iconLink(ils.entity) .. " to block the Generator you are currently repairing for " .. bclr(2, "30 seconds") .. ", after which #pn deactivates." ..
				bullet .. "The " .. iconLink(ils.aura) .. " of the blocked Generator is revealed to all Survivors in " .. bclr(16, "white") .. dot
			}
		}
	},
	{ -- Dragon's Grip
		id = 159,
		desc = {
			{
				"After kicking a " .. iconLink(ils.generator) .. ", for the next " .. bclr(2, "30 seconds") .. ", the first Survivor interacting with it will scream, revealing their location for " .. bclr(6, "4 seconds") .. ", and suffers from the " .. state(ils.exposed) .. space .. b(perkStrings.statusEffect) .. " for " .. bclr(8, "60 seconds") .. dot .. brnl ..
				"#pn has a cool-down of #pl(1)." .. nlp ..
				quote("Such potential in this compound... even the slightest trace causes unnatural effects.", "Journal of Talbot Grimes")
			}
		}
	},
	{ -- Hex: Blood Favour
		id = 160,
		desc = {
			{
				"A Hex that gains the favour of The " .. iconLink(ils.entity) .. " when blood is spilt." ..
				bullet .. "Whenever a Survivor loses a " .. iconLink(ils.healthState) .. " by any means and thus enters the " .. iconLink(ils.injuredState) .. " or the " .. iconLink(ils.dyingState) .. ", #pn calls upon The Entity to block all " .. iconLink(ils.pallets) .. " within #pl(1) of that Survivor's location from being pulled down for the next " .. bclr(2, "15 seconds") .. dot .. nlp ..
				perkStrings.hexPerk .. nlp ..
				quote("It would be no leap of the imagination to suggest that the Trials are a biological response of sorts.", "Journal of Talbot Grimes")
			}
		}
	},
	{ -- Hex: Undying
		id = 161,
		desc = {
			{
				"A Hex which maintains the vile powers that flow throughout the Trial." .. brnl ..
				"The " .. iconLink(ils.auras) .. " of Survivors within #pl(1) of any " .. iconLink(ils.dullTotem) .. " are revealed to you." ..
				bullet .. "When another Perk's " .. iconLink(ils.hexTotem) .. " is cleansed or blessed, its Hex is transferred to the #pn Totem, including any accumulated Tokens, disabling #pn instead." .. nlp ..
				perkStrings.hexPerk
			}
		}
	},
	{ -- Visionary
		id = 162,
		desc = {
			{
				"You are remarkably focused on your means of escape." .. brnl ..
				"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.generators) .. " are revealed to you within " .. bclr(2, "32 metres") .. dot ..
				bullet .. "Each time a Generator is completed, #pn is disabled for #pl(1)."
			}
		}
	},
	{ -- Desperate Measures
		id = 163,
		desc = {
			{
				"You refuse to fail, even during your darkest hour." .. brnl ..
				"Increases Healing and Unhooking speeds by #pl(1) for each injured, hooked, or dying Survivor, up to a maximum of #pl(2)." .. brnl ..
				quote("When they come with a wrecking ball, build stronger walls.", "Felix Richter")
			}
		}
	},
	{ -- Built to Last
		id = 164,
		desc = {
			{
				"You know how to get the most out of your tools." .. brnl ..
				"Hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while carrying a depleted " .. iconLink(ils.item) .. " will replenish its Charges to " .. bclr(2, "99 %") .. dot .. brnl ..
				"Each use of #pn reduces this percentage by " .. bclr(6, "-33 %") .. dot .. brnl ..
				quote("Architecture is the soul of civilisation.", "Felix Richter")
			}
		}
	},
	{ -- Hoarder
		id = 165,
		desc = {
			{
				"You protect what little you have and are perceptive to those rummaging through your stockpiles." .. brnl ..
				"#pn triggers a " .. i(link("Loud Noise Notification")) .. " for " .. bclr(2, "4 seconds") .. ", whenever a Survivor performs any of the following actions within #pl(1) of your location:" ..
				bullet .. "Unlocks a " .. iconLink(ils.chest) .. dot ..
				bullet .. "Picks up any " .. iconLink(ils.item) .. ", including " .. bclr(25, "Limited Items") .. dot .. nlp ..
				"#pn spawns " .. bclr(6, "2 additional chests") .. " in the Trial."
			}
		}
	},
	{ -- Oppression
		id = 166,
		desc = {
			{
				"Life has been difficult for you, so you will make it difficult for others." .. brnl ..
				"When damaging a " .. iconLink(ils.generator) .. ", up to " .. bclr(2, "3 other random Generators") .. " also begin regressing." .. 
				bullet .. "Trigger a difficult " .. iconLink(ils.skillCheck) .. " if a selected Generator is being repaired." .. nlp ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("Damn them as they would damn us.", "Charlotte Deshayes")
			}
		}
	},
	{ -- Coup de Grâce
		id = 167,
		desc = {
			{
				"As the end nears, you go in for the kill." .. brnl ..
				"Each time a " .. iconLink(ils.generator) .. " is completed, #pn grows in power and gains " .. bclr(2, "1 Token") .. dot ..
				bullet .. "Consume " .. bclr(6, "1 Token") .. " to increase the distance of your next " .. i(link("Lunge Attack")) .. " by #pl(1)."
			}
		}
	},
	{ -- Appraisal
		id = 168,
		desc = {
			{
				"You have a careful eye that notices what many overlook." .. brnl ..
				"Start the Trial with " .. bclr(2, "3 Tokens") .. colon ..
				bullet .. "When a " .. iconLink(ils.chest) .. " has already been opened, consume " .. bclr(6, "1 Token") .. " to rummage through it for an " .. iconLink(ils.item) .. dot ..
				bullet .. "Rummage through Chests #pl(1) faster." .. nlp ..
				i("Rummaging is only available once per Chest.")
			}
		}
	},
	{ -- Deception
		id = 169,
		desc = {
			{
				"Your adventurous lifestyle requires moments of crafty misdirection." .. brnl ..
				"Interact with a " .. iconLink(ils.locker) .. " while holding the " .. i("Sprint button") .. " to trigger a " .. i(link("Loud Noise Notification")) .. " for the killer at your location instead of entering the Locker." .. 
				bullet .. "You will not leave any " .. iconLink(ils.scratchMarks) .. " or " .. iconLink(ils.poolsOfBlood) .. " for the next " .. bclr(2, "3 seconds") .. dot .. nlp ..
				"#pn can only be triggered once every #pl(1)."
			}
		}
	},
	{ -- Power Struggle
		id = 170,
		desc = {
			{
				"You have never given up and you are not about to start now." .. nlp ..
				bullet .. "Reveals the " .. iconLink(ils.auras) .. " of available " .. iconLink(ils.pallets) .. " whenever you are in the " .. iconLink(ils.dyingState) .. dot .. nlp ..
				"While being carried by The Killer, reaching #pl(1) Wiggling progression activates #pn:" .. 
				bullet .. "You can drop a nearby, standing Pallet to stun the Killer and escape their grasp." .. nlp ..
				"#pn deactivates after triggering successfully." .. nlp ..
				quote("I relied on others to protect me once and I lost everything. Never again.", "Élodie Rakoto")
			}
		}
	},
	{ -- Starstruck
		id = 171,
		desc = {
			{
				"Your unmatched showmanship dazzles all." .. brnl ..
				"When carrying a Survivor, #pn activates:" ..
				bullet .. "Survivors suffer from the " .. soloState(ils.exposed) .. " while in your " .. iconLink(ils.terrorRadius) .. dot ..
				bullet .. "The " .. b(perkStrings.statusEffect) .. " lingers for #pl(1) after leaving your Terror Radius." .. nlp ..
				"After hooking or dropping the carried Survivor, #pn deactivates:" ..
				bullet .. "The " .. b(perkStrings.statusEffect) .. " persists for #pl(1) for any Survivor inside your Terror Radius at that moment." .. nlp ..
				"#pn has a cool-down of " .. bclr(2, "60 seconds") .. " once the Survivor is no longer being carried." .. brnl ..
				quote("Enjoy this moment, few get so close.", "Ji-Woon Hak")
			}
		}
	},
	{ -- Hex: Crowd Control
		id = 172,
		desc = {
			{
				"A Hex that ensures those lesser than you are properly herded." .. brnl ..
				"Survivors who perform a " .. b("rushed") .. " vault through a " .. iconLink(ils.window) .. " prompt The " .. iconLink(ils.entity) .. " to block it for the next #pl(1)." .. brnl ..
				perkStrings.hexPerk .. brnl ..
				quote("You have no control. People like you never did.", "Ji-Woon Hak")
			}
		}
	},
	{ -- No Way Out
		id = 173,
		desc = {
			{
				"You are not going to let just anyone into the VIP room." .. brnl ..
				"For each Survivor you hook for the first time, #pn gains " .. bclr(2, "1 Token") .. dot .. brnl ..
				"Once the " .. iconLink(ils.exitGates) .. " have been powered, #pn activates:" ..
				bullet .. "When a Survivor interacts with an Exit Gate Switch, you receive a " .. i(link("Loud Noise Notification")) .. " and The " .. iconLink(ils.entity) .. " blocks both " .. iconLink(ils.exitGateSwitches) .. " for " .. bclr(6, "12 seconds") .. " and an additional #pl(1) per Token in your possession, up to a combined maximum of #pl(2)." .. nlp ..
				quote("That sound when you bleed... let me hear it again.", "Ji-Woon Hak")
			}
		}
	},
	{ -- Fast Track
		id = 174,
		desc = {
			{
				"Sometimes the sacrifice of others is necessary to get ahead." .. brnl ..
				"Whenever another Survivor is hooked, #pn gains #pl(1), up to a maximum of #pl(2)." .. 
				bullet .. "You consume all accumulated Tokens after a " .. iconLink(ils.greatSkillCheck) .. " on a " .. iconLink(ils.generator) .. dot ..
				bullet .. "Each Token grants a stack-able " .. bclr(2, "1 %") .. " Progression bonus in addition to the default Progression bonus for succeeding a Great Skill Check." .. nlp ..
				quote("The weak are sacrificed first. It's nature, it's business... it's the truth most refuse to face.", "Yun-Jin Lee")
			}
		}
	},
	{ -- Smash Hit
		id = 175,
		desc = {
			{
				"When your rival makes a mistake, you seize the opportunity." .. brnl ..
				"After stunning the Killer with a " .. iconLink(ils.pallet) .. ", break into a sprint at " .. bclr(2, "150 %") .. " of your normal Running Movement speed for " .. bclr(6, "4 seconds") .. dot .. brnl ..
				"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
				"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
				quote("I have dealt with psychopaths in suits. You're just uglier and worse dressed.", "Yun-Jin Lee")
			}
		}
	},
	{ -- Self-Preservation
		id = 176,
		desc = {
			{
				"Life is unforgiving." .. brnl .. "The more confirmation you get of that, the more prepared you become." .. brnl ..
				"Whenever another Survivor is hit with a " .. i(link("Basic Attack")) .. " or " .. i(link("Special Attack")) .. " within " .. bclr(2, "16 metres") .. " of you, #pn activates:" .. 
				bullet .. iconLink(ils.scratchMarks) .. comma .. i("Grunts of Pain") .. " when injured, and " .. iconLink(ils.bleeding) .. " are suppressed for the next #pl(1)." .. nlp ..
				quote("Something I learnt in the industry: when the axe is swinging, keep your head down.", "Yun-Jin Lee")
			}
		}
	},
	{ -- Lethal Pursuer
		id = 177,
		desc = {
			{
				"You have been designed to track down and eliminate targets." .. nlp ..
				bullet .. "At the start of the Trial, the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.survivors) .. " are revealed to you for #pl(1)." ..
				bullet .. b("Extends") .. " the duration of a Survivor's Aura being revealed to you by " .. bclr(2, "+2 seconds") .. dot .. nlp ..
				"#pn benefits from its own effect." .. nlp ..
				quote("...it knows what it wants and won't stop till it gets it.", "Carlos Oliveira")
			}
		}
	},
	{ -- Hysteria
		id = 178,
		desc = {
			{
				"You know how to brutalise one member of a team to cause a panic." .. brnl ..
				"Whenever you put a healthy Survivor into the " .. iconLink(ils.injuredState) .. ", all injured Survivors suffer from the " .. soloState(ils.oblivious) .. " for #pl(1)." .. brnl ..
				"#pn has a cool-down of " .. bclr(2, "30 seconds") .. dot .. brnl ..
				quote("Sorry I got a little jumpy there. Didn't know quite what to expect.", "Robert Kendo")
			}
		}
	},
	{ -- Eruption
		id = 179,
		desc = {
			{
				"The NE-α parasite provides you with the intelligence and awareness needed to set a trap." .. brnl ..
				"After kicking a " .. iconLink(ils.generator) .. ", its " .. iconLink(ils.aura) .. " is highlighted in " .. bclr(2, "yellow") .. dot ..
				bullet .. "When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. " by any means, every affected Generator explodes and starts regressing, removing the highlighted Aura." ..
				dbullet .. "Applies an immediate " .. bclr(2, "-10 %") .. " Progression penalty." ..
				bullet .. "Any Survivor repairing a Generator when it explodes will scream and suffer from the " .. soloState(ils.incapacitated) .. " for #pl(1)." .. nlp ..
				"#pn has a cool-down of " .. bclr(6, "30 seconds") .. dot .. nlp ..
				quote("It can use weapons?", "Jill Valentine")
				
			}
		}
	},
	{ -- Counterforce
		id = 180,
		desc = {
			{
				"You know how to withstand an enemy stronger than you, and it starts with hunting down and knocking out their support." .. brnl ..
				"You cleanse " .. iconLink(ils.totems) .. space .. bclr(2, "20 %") .. " faster." ..
				list(
					"Gain another, stack-able " .. bclr(6, "20 %") .. " Cleansing Speed bonus per cleansed Totem.",
					"After cleansing a Totem, the " .. iconLink(ils.aura) .. " of the Totem farthest from you is revealed to you for #pl(1).") ..
				quote("I don't mind a little detective work.", "Jill Valentine")
			}
		}
	},
	{ -- Resurgence
		id = 181,
		desc = {
			{
				"You have come back from near impossible odds... and you will do it again." .. brnl ..
				"After being unhooked or unhooking yourself, instantly gain #pl(1) to your Healing progress." .. brnl ..
				quote("It's my turn, bitch!", "Jill Valentine")
			}
		}
	},
	{ -- Blast Mine
		id = 182,
		desc = {
			{
				"When direct combat is not an option, you still find ways to strike back." .. brnl ..
				"After repairing " .. iconLink(ils.generators) .. " for a total of " .. bclr(2, "66 %") .. ", #pn activates:" ..
				list(
					"After repairing a Generator for at least " .. bclr(6, "3 seconds") .. ", press the " .. i("Ability button") .. " to install a Trap, which stays active for #pl(1).",
					"The " .. iconLink(ils.aura) .. " of Trapped Generators are revealed in " .. bclr(2, "yellow") .. " to all " .. iconLink(ils.survivors) .. dot,
					"When the " .. iconLink(ils.killer) .. " damages a Trapped Generator, the Trap explodes, stunning them and blinding anyone nearby.") ..
				"#pn deactivates after triggering successfully." .. brnl ..
				quote("You want S.T.A.R.S.? I'll give you S.T.A.R.S.!", "Jill Valentine")
			}
		}
	},
	{ -- Bite the Bullet
		id = 183,
		desc = {
			{
				"Pain hurts you as much as anyone, but you would prefer others do not know that." .. brnl ..
				"When healing yourself or another " .. iconLink(ils.survivor) .. ", " .. i("Grunts of Pain") .. " and all noises related to the " .. i("Healing action") .. " are suppressed:" ..
				list("Failed Healing " .. iconLink(ils.skillChecks) .. " do not trigger a " .. i(link("Loud Noise Notification")) .. " and only apply a Regression penalty of #pl(1).") ..
				quote("I can do this.", "Leon Scott Kennedy")
			}
		}
	},
	{ -- Flashbang
		id = 184,
		desc = {
			{
				"You have adapted to a world in chaos and making what you can from the debris." .. nlp ..
				"After repairing " .. iconLink(ils.generators) .. " for a total of #pl(1), #pn activates:" ..
				list("Enter a " .. iconLink(ils.locker) .. "while empty-handed and press the " .. i("Ability button") .. " to craft a " .. iconLink(ils.flashGrenade) .. dot) ..
				"The #pn is left behind when escaping the Trial." .. nlp ..
				quote("Get outta my face!", "Leon Scott Kennedy")
			}
		}
	},
	{ -- Rookie Spirit
		id = 185,
		desc = {
			{
				"You keep a careful eye on objectives when they are slipping away." .. nlp ..
				"While repairing " .. iconLink(ils.generators) .. ", complete #pl(1) Good or Great " .. iconLink(ils.skillChecks) .. " to activate #pn for the remainder of the Trial:" ..
				list("Once active, the " .. iconLink(ils.auras) .. " of any regressing Generators are revealed to you.") ..
				quote("I'll stop this, lieutenant. I promise.", "Leon Scott Kennedy")
			}
		}
	},
	{ -- Deadlock
		id = 186,
		desc = {
			{
				"You induce mental suffering by crushing any hope of escape." .. brnl ..
				"Whenever a " .. iconLink(ils.generator) .. " is completed, The " .. iconLink(ils.entity) .. " blocks the Generator with the most progression for #pl(1)." ..
				list("The " .. iconLink(ils.aura) .. " of the blocked Generator is revealed to you in " .. bclr(16, "white") .. " during this time.") ..
				quote("Nobody escapes us.", "Pinhead")
			}
		}
	},
	{ -- Hex: Plaything
		id = 187,
		desc = {
			{
				"A Hex that toys with a victim's suffering." .. brnl ..
				"If there is at least one " .. iconLink(ils.dullTotem) .. " remaining in the Trial Grounds, #pn activates on a random Totem each time a Survivor is hooked for the first time:" ..
				list(
					"The hooked Survivor suffers from the " .. iconLink(ils.cursed) .. " and " .. lastState(ils.oblivious) .. " until #pn is cleansed.",
					"For the first " .. bclr(2, "90 seconds") .. ", only the " .. i(b("Cursed")) .. " Survivor is able to cleanse the Hex Totem.",
					"The " .. iconLink(ils.aura) .. " of #pn's Hex Totem is revealed to the Cursed Survivor within #pl(1).") ..
				perkStrings.hexPerk .. brnl ..
				quote("We came. Now you must come with us. Taste our pleasure.", "Pinhead")
			}
		}
	},
	{ -- Scourge Hook: Gift of Pain
		id = 188,
		desc = {
			{
				"You are the bringer of sweet pain." .. nlp ..
				perkStrings.scourgeHookDefault .. nlp ..
				perkStrings.scourgeHookUnhooked ..
				list(
					"The Survivor suffers from the " .. state(ils.haemorrhage) .. " and " .. lastState(ils.mangled) .. " until healed.",
					"Upon being healed, the Survivor suffers from a #pl(1) Action Speed penalty to Healing and Repairing until they are injured again.") ..
				quote("We will tear your soul apart.", "Pinhead")
			}
		}
	},
	{ -- Clairvoyance
		id = 189,
		desc = {
			{
				"There is an intrinsic energy in you that sees beyond your vision." .. nlp ..
				"Whenever you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
				list("When empty-handed, press and hold the " .. i("Ability button") .. " to unlock your full Aura-reading potential, allowing you to see the " .. iconLink(ils.auras) .. " of the " .. iconLink(ils.exitGateSwitches) .. comma .. iconLink(ils.generators) .. comma .. iconLink(ils.hooks) .. comma .. iconLink(ils.chests) .. ", and the " .. iconLink(ils.hatch) .. " within " .. bclr(2, "64 metres") .. " for #pl(1).") ..
				quote("Does anyone else see that? Just me?", "Mikaela Reid")
			}
		}
	},
	{ -- Boon: Circle of Healing
		id = 190,
		desc = {
			{
				"A Boon that offers comfort amidst the terror." .. nlp ..
				perkStrings.boonPerkTop .. nlp ..
				bullet .. b("Increases") .. " all Healing speeds by #pl(1)." ..
				bullet .. "Unlocks the " .. i("Self-Care") .. " ability, allowing you to self-heal without needing a " .. iconLink(ils.medKit) .. " at " .. bclr(2, "50 %") .. " of the normal Healing speed." .. nlp ..
				"#pn benefits from its own effect." .. nlp ..
            	"#pn does not stack with other instances of itself." .. nlp ..
                perkStrings.boonPerkBottom .. nlp ..
				quote("Try this, it is better than anything you'll find in a pharmacy.", "Mikaela Reid")
				
			}
		}
	},
	{ -- Boon: Shadow Step
		id = 191,
		desc = {
			{
				"A Boon that conceals the truth." .. brnl ..
				perkStrings.boonPerkTop .. 
				list(
					iconLink(ils.scratchMarks) .. " are suppressed.",
					iconLink(ils.auras) .. " are hidden from The Killer.",
					nbullet .. "Both effects linger for #pl(1) after leaving the " .. i("Boon Totem's") .. " range.") ..
                perkStrings.boonPerkBottom .. nlp ..
				quote("Stick to the shadows and cover your tracks.", "Mikaela Reid")
			}
		}
	},
	{ -- Jolt
		id = 192,
		desc = {
			{
				"Your eerie presence charges the air and interferes with technology." .. brnl ..
				"When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. " with your " .. i(link("Basic Attack")) .. ", all " .. iconLink(ils.generators) .. " within " .. bclr(2, "32 metres") .. " of you instantly explode and start regressing." ..
				list("Applies an immediate #pl(1) Progression penalty.")
			}
		}
	},
	{ -- Fearmonger
		id = 193,
		desc = {
			{
				"Your distressing presence drains and weakens your prey." .. brnl ..
				"Whenever a " .. iconLink(ils.survivor) .. " is repairing a " .. iconLink(ils.generator) .. ", they suffer from the " .. state(ils.blindness) .. " and " .. lastState(ils.exhausted) .. dot ..
				list(
					"If the Survivor is already " .. i(b("Exhausted")) .. ", their " .. b(perkStrings.statusEffect) .. "'s timer will be paused.",
					"The " .. b(perkStrings.statusEffect) .. " lingers for #pl(1) after the Survivor stops repairing.")
			}
		}
	},
	{ -- Claustrophobia
		id = 194,
		desc = {
			{
				"Your ties to the " .. iconLink(ils.entity) .. " manifest when your prey attempts to get away." .. brnl ..
				"Whenever a " .. iconLink(ils.generator) .. " is completed, all " .. iconLink(ils.windows) .. " and Vault locations within " .. bclr(2, "32 metres") .. " of it become blocked for all Survivors for the next #pl(1)." ..
				list("The " .. iconLink(ils.auras) .. " of the block Vault locations are revealed to you for the duration.")
			}
		}
	},
	{ -- Situational Awareness
		id = 195,
		desc = {
			{
				"You are aware of your surroundings and share the information with others." .. brnl ..
				"While repairing a " .. iconLink(ils.generator) .. ", its " .. iconLink(ils.aura) .. " is revealed in " .. bclr(2, "yellow") .. " to all other Survivors located within " .. bclr(2, "32 metres") .. dot .. brnl ..
				"If the " .. iconLink(ils.killer) .. " downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for #pl(1)."
			}
		}
	},
	{ -- Self-Aware
		id = 196,
		desc = {
			{
				"You know your weaknesses and refuse to hide from them." .. brnl ..
				"You walk #pl(1) faster and can see your own " .. iconLink(ils.scratchMarks) .. dot
			}
		}
	},
	{ -- Inner Healing
		id = 197,
		desc = {
			{
				"You look inwards and trust your instincts when you feel lost and alone." .. brnl ..
				"Each time you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
				list("You are automatically healed " .. bclr(2, "1 Health State") .. " when hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while injured or suffering from the " .. soloState(ils.deepWound) .. dot) ..
				"#pn does not activate if you currently suffer from the " .. soloState(ils.broken) .. dot
			}
		}
	},
	{ -- Guardian
		id = 198,
		desc = {
			{
				"You risk it all to help those in need." .. brnl ..
				"When you unhook a " .. iconLink(ils.survivor) .. ", the rescued Survivor benefits from the following effects for #pl(1): " ..
				list(
					iconLink(ils.scratchMarks) .. " and " .. iconLink(ils.poolsOfBlood) .. " are suppressed.",
					bclr(2, "7 %") .. space .. soloState(ils.haste) .. ", boosting their Movement speed.") ..
				"#pn reveals the Killer's " .. iconLink(ils.aura) .. " to you for " .. bclr(6, "8 seconds") .. dot
			}
		}
	},
	{ -- Kinship
		id = 199,
		desc = {
			{
				"The importance of friendship has given you strength." .. brnl ..
				"While you are on the " .. iconLink(ils.hook) .. " in the " .. i("Struggle Phase") .. ", #pn activates:" ..
				list("If another " .. iconLink(ils.survivor) .. " is within " .. bclr(2, "16 metres") .. " of your Hook while #pn is active, the " .. i("Struggle Phase") .. " timer is paused for #pl(1).")
			}
		}
	},
	{ -- Renewal
		id = 200,
		desc = {
			{
				"When you heal another " .. iconLink(ils.survivor) .. " for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. ", #pn activates:" ..
				list(
					"The next time you are unhooked or unhook yourself, you suffer from the " .. soloState(ils.broken) .. " until #pn deactivates.",
					"You are automatically healed " .. bclr(6, "1 Health State") .. " after #pl(1).") ..
				"While #pn is active, the following conditions will deactivate it:" .. 
				list(
					"Successfully being healed by #pn.",
					"Being put into the " .. iconLink(ils.dyingState) .. " before the timer elapses." ) ..
				"#pn does not activate if you already suffer from the " .. i(b("Broken")) .. space .. b(perkStrings.statusEffect) .. dot
			}
		}
	},
	{ -- Grim Embrace
		id = 201,
		desc = {
			{
                "Your act of servitude to The " .. iconLink(ils.entity) .. " has not gone unnoticed." .. brnl ..
                "Each time a " .. iconLink(ils.survivor) .. " is hooked for the first time, #pn gains a Token." .. br ..
                "Upon reaching " .. bclr(2, "4 Tokens") .. " #pn activates:" ..
                list(
                	"The Entity blocks all " .. iconLink(ils.generators) .. " for #pl(1).",
                	"The " .. iconLink(ils.aura) .. " of the " .. i(b("Obsession")) .. " is revealed to you for " .. bclr(6, "5 seconds") .. dot) ..
                quote("Are we nothing but prisoners to our sorrow?", "Carmina Mora")
			}
		}
	},
	{ -- Scourge Hook: Pain Resonance
		id = 202,
		desc = {
			{
				"Overwhelming pain reverberates outwards." .. nlp ..
				perkStrings.scourgeHookDefault .. nlp ..
				perkStrings.scourgeHookHooked ..
				bullet .. "The " .. iconLink(ils.generator) .. " with the most Progression sparks, instantly losing #pl(1) of its Progression and starting to regress." .. nlp ..
				quote("The pain spills beyond flesh/darkness staining the horizon.", "Girl in the Shadow by Carmina Mora")
			}
		}
	},
	{ -- Hex: Pentimento
		id = 203,
		desc = {
			{
				"You reveal the true power of the Totems, hidden within their remains." ..
				list("You see the " .. iconLink(ils.auras) .. " of cleansed " .. iconLink(ils.totems) .. dot) ..
				"You can perform a ritual on a cleansed Totem to resurrect it as a " .. i("Rekindled Totem") .. dot .. brnl ..
				"For each " .. i("Rekindled Totem") .. " active at the same time, #pn gains an additional effect:" ..
				list(
					bclr(4, "1 Totem") .. colon .. space .. b("Decreases") .. " all Survivors' Repair speed by #pl(1).",
					bclr(4, "2 Totems") .. colon .. space .. b("Decreases") .. " all Survivors' Healing speed by #pl(1).",
					bclr(4, "3 Totems") .. colon .. space .. b("Decreases") .. " all Survivors' Recovery speed from being downed by #pl(1).",
					bclr(4, "4 Totems") .. colon .. space .. b("Decreases") .. " all Survivors' Exit Gate Opening speed by #pl(1).",
					bclr(4, "5 Totems") .. colon .. space .. "All Totems are permanently blocked by The " .. iconLink(ils.entity) .. dot) ..
				"When a " .. i("Rekindled Totem") .. " is cleansed, its remains are consumed by The Entity and it cannot be rekindled." .. nlp ..
				quote("Though a pentimento is an inherently concealed piece of art, there is something to be said of the desire to discover that which is beyond.", "A Guide to Art & Process (1961)")
			}
		}
	},
	{ -- Overcome
		id = 204,
		desc = {
			{
				"You have calculated how much energy you can risk to expend." .. 
				list("Whenever you become injured, you retain the Movement Speed burst for " .. bclr(2, "2 additional seconds") .. dot) ..
				"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
				"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
				quote("After careful analysis, we are getting the hell out of here!", "Jonah Vasquez")
			}
		}
	},
	{ -- Corrective Action
		id = 205,
		desc = {
			{
				"You quickly analyse problems and correct others' work when they make a mistake." .. brnl ..
				"You start the Trial with #pl(1) and gain a Token each time you succeed at a " .. iconLink(ils.greatSkillCheck) .. ", up to a maximum of " .. bclr(2, "5 Tokens") .. dot ..
				list("Each time another Survivor cooperating with you on the same " .. iconLink(ils.generator) .. " fails a Skill Check, #pn consumes " .. bclr(6, "1 Token") .. ", transforming their Failed Skill Check into Good Skill Check instead.") ..
				"#pn only applies to normal Skill Checks." .. nlp ..
				quote("Cannot hurt to have another set of eyes on the problem.", "Jonah Vasquez")
			}
		}
	},
	{ -- Boon: Exponential
		id = 206,
		desc = {
			{
				"When it seems like your number is up, you consider ways to recalculate the odds." .. brnl ..
				perkStrings.boonPerkTop ..
				list(
					"#pl(1) bonus to the Recovery speed.",
					"Unlocks the " .. i("Self-Recovery") .. " ability, allowing you to fully recover from the " .. iconLink(ils.dyingState) .. dot) ..
                perkStrings.boonPerkBottom .. nlp ..
				quote("It is not our time to die... probably.", "Jonah Vasquez")
			}
		}
	},
	{ -- Scourge Hook: Floods of Rage
		id = 207,
		desc = {
			{
				"You form a psychic connection with The " .. iconLink(ils.entity) .. " and alter the rules of the Trial." .. nlp ..
				perkStrings.scourgeHookDefault .. nlp ..
				perkStrings.scourgeHookUnhooked .. 
				list("The Auras of all other Survivors are revealed for #pl(1).")
			}
		}
	},
	{ -- Call of Brine
		id = 208,
		desc = {
			{
				"Your psychic abilities influence technology in devastating ways." .. brnl ..
				"After damaging a " .. iconLink(ils.generator) .. ", #pn activates for " .. bclr(2, "60 seconds") .. dot ..
				list(
					"The Generator regresses at #pl(1) of the normal Regression speed and its " .. iconLink(ils.aura) .. " is revealed to you.",
					"Each time a Survivor completes a " .. iconLink(ils.goodSkillCheck) .. " on a Generator affected by #pn, you receive a " .. i(link("Loud Noise Notification")) .. dot)
			}
		}
	},
	{ -- Merciless Storm
		id = 209,
		desc = {
			{
				"Your horrible trauma is felt by everyone." ..
				list(
					"Whenever a " .. iconLink(ils.generator) .. " is repaired to " .. bclr(2, "90 %") .. ", Survivors repairing it are faced with continuous " .. iconLink(ils.skillChecks) .. dot,
					"If they miss one or stop repairing, the Generator becomes blocked for #pl(1).") ..
				"#pn can only trigger once per Generator per Trial."
			}
		}
	},
	{ -- Parental Guidance
		id = 210,
		desc = {
			{
				"You have inherited the ability to hear the dead — and now the dead warn you of danger." ..
				list("After stunning the Killer by any means, #pn suppresses your " .. iconLink(ils.scratchMarks) .. comma .. iconLink(ils.poolsOfBlood) .. ", and " .. i("Grunts of Pain") .. " for the next #pl(1).")
			}
		}
	},
	{ -- Empathic Connection
		id = 211,
		desc = {
			{
				"Your presence psychically projects itself to those in danger." .. 
				list(
					"Whenever another " .. iconLink(ils.survivor) .. " is injured, they can see your " .. iconLink(ils.aura) .. " when within #pl(1) of your location.",
					"You heal other Survivors " .. bclr(2, "10 %") .. " faster.")
			}
		}
	},
	{ -- Boon: Dark Theory
		id = 212,
		desc = {
			{
				"Your obsessive study of the paranormal has given you unprecedented knowledge of other Realms and planes of existence." .. brnl ..
				perkStrings.boonPerkTop ..
				list(
					bclr(2, "2 %") .. space .. soloState(ils.haste) .. dot,
					"This effect lingers for #pl(1) after leaving the " .. i("Boon Totem's") .. " range.") ..
                perkStrings.boonPerkBottom
			}
		}
	},
	{ -- Dissolution
		id = 213,
		desc = {
			{
				"Everything turns to dust. It is as inescapable as the coming of the night." .. brnl ..
				bclr(2, "3 seconds") .. " after injuring a " .. iconLink(ils.survivor) .. " by any means, #pn activates for #pl(1):" ..
				bullet .. "While #pn is active, if a Survivor fast vaults over a " .. iconLink(ils.pallet) .. " while they are inside your " .. iconLink(ils.terrorRadius) .. ", The " .. iconLink(ils.entity) .. " will break the Pallet at the end of the vault, deactivating #pn." .. brnl ..
				quote("The Garden shall be a place of perfect Joy; through Joy, nothing shall stand in our way.", "Otto Stamper")
			}
		}
	},
{ -- Darkness Revealed
		id = 214,
		desc = {
			{
				"In your presence, places once thought to be safe are perhaps the most dangerous." .. 
				bullet .. "When you search a " .. iconLink(ils.locker) .. ", the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.survivors) .. " within " .. bclr(2, "8 metres") .. " of any Locker are revealed to you for #pl(1)." .. nlp ..
				"#pn has a cool-down of " .. bclr(6, "30 seconds") .. dot .. brnl ..
				quote("Stay in the light, my children. In darkness, your fear will expose you.", "Otto Stamper")
			}
		}
	},
{ -- Septic Touch
		id = 215,
		desc = {
			{
				"The Land of the Shadows subsumes all. Healing only delays the inevitable." .. 
				list(
					"Whenever a " .. iconLink(ils.survivor) .. " performs a Healing action while they are inside your " .. iconLink(ils.terrorRadius) .. ", that Survivor suffers from the " .. state(ils.blindness) .. " and the " .. lastState(ils.exhausted), 
					"These effects linger for #pl(1) after the Healing action is interrupted by any means.") ..
				quote("Do not admit to fear, or pain, or doubt. These are the seeds from which darkness grows.", "Otto Stamper")
			}
		}
	},
{ -- Shattered Hope
		id = 216,
		desc = {
			{
				"To capture your prey, you must first extinguish their hope." .. 
				list(
					"Instead of snuffing " .. iconLink(ils.boonTotems) .. " you destroy them.", 
					"Destroying a " .. i("Boon Totem") .. " this way reveals the " .. iconLink(ils.auras) .. " of all Survivors that were within its range at that moment for #pl(1).") ..
				quote("Nothing is permanent here. Nothing except our endless perdition.", "Unknown, Notebook")
			}
		}
	},
	{ -- Inner Focus
		id = 217,
		desc = {
			{
				"You have honed your ability to see through the haze of the Ravage." ..
				list(
					"You can see the " .. iconLink(ils.scratchMarks) .. " of other Survivors.",
					"Whenever another Survivor loses a " .. iconLink(ils.healthState) .. " within " .. bclr(6, "32 metres") .. " of you, the Killer's " .. iconLink(ils.aura) .. " is revealed to you for #pl(1).") ..
				quote("The death, the trauma, the fear... it all leads here. The Overlap.", "Haddie Kaur, Ravages of the Abyss Episode 11")
			}
		}
	},
	{ -- Residual Manifest
		id = 218,
		desc = {
			{
				"A lifetime of chasing the darkness has taught you that the best disinfectant is light." ..
				list(
					"After a successful " .. i("Killer Blind") .. ", the Killer suffers from the " .. soloState(ils.blindness) .. " for #pl(1).",
					"#pn grants the ability to rummage through an opened " .. iconLink(ils.chest) .. " once per Trial and will guarantee a basic " .. iconLink(ils.flashlight) .. dot) ..
				quote("I'll never see what Haddie sees. But so long as I'm with her, I know I'm safe.", "Jordan Rois, Ravages of the Abyss Episode 5")
			}
		}
	},
	{ -- Overzealous
		id = 219,
		desc = {
			{
				"Fighting back against the Ravage motivates and inspires you." .. nlp ..
				"After cleansing a " .. iconLink(ils.totem) .. ", #pn activates:" ..
				bullet .. b("Increases") .. " your Repair speed by #pl(1) if it was a " .. b("Dull Totem") .. dot ..
				bullet .. b("Increases") .. " your Repair speed by #pl(2) if it was a " .. b("Hex Totem") .. dot .. nlp ..
				"#pn deactivates when losing a " .. iconLink(ils.healthState) .. " by any means." .. nlp ..
				quote("The Ravage senses us. We need to work fast.", "Haddie Kaur, Ravages of the Abyss Episode 9")
			}
		}
	},
}

return p